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This is going to sound stupid but....

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Created 10 years ago
by Krazzyboy97
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How to hell would I compile converted xmodels into a .ff for a public release? I've rigged all the 4 main characters and there viewhands from five and was wondering how I could release it to the ugx comunity without posting the raw assets?

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You can post compiled assets as they're owned by Activision when you use their tools (7za is public so you don't need to worry about IWD, but since FF is compiled through linker_pc and various sub-tools it's owned by Activision).
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You can post compiled assets as they're owned by Activision when you use their tools (7za is public so you don't need to worry about IWD, but since FF is compiled through linker_pc and various sub-tools it's owned by Activision).

So I can post IWD files with the assets in? instead of using ff files
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So I can post IWD files with the assets in? instead of using ff files

No, it needs to be in a fastfile. (.ff)
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No, it needs to be in a fastfile. (.ff)

And how does one do this?
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And how does one do this?
.FF is compiled for maps and mod. Since most people already use their fast-files, people compile mainly into one of two: localized or patch.

Patch is just filled with some extra scripts for zombies, so when you compile it you add your extra assets to a _patch csv for the default zombie map, then hand that out. When they place in yours the assets are already inside of it.

Localized iirc if a free one, so you can put any assets in, nothing else is required, then just give out that .ff.

Basically when you add lines to a .csv including mapname.csv or mod.csv in zone_source you're adding resources to be compiled into the .ff which you can then give out.
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Lol no I wonder why you do it a way that "doesn't" create your iwd "as well"

I get how you make the ff, what I was explaining is that your changes are not happening to your iwd ( for example, you change a gun star, you rebuild the ff sure, but the iwd will still have the "old" copy of the weapon file, doing it my way builds both at once so there can "be no" conflict ion or old files etc" )

Create a mod

Clear everything from mod.csv

Put the assets you want in there

Add the images etc for the iwd to that mod and tick em in launcher - then build mod

Go to that mod in root - you now have a ff ( will be called mod.ff rename it to localised_mapname ) and a iwd - take both of these files and your done

The way you were told is "quicker" because your not building a iwd - just the ff, so any changes to your iwd are missed and need updating manually after
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http://ugx-mods.com/forum/index.php?topic=11283.new#new

This should do the trick for you. Harry correct me where I went wrong :)

Thanks you nate. :)
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The only thing we do different - is the patch

I just copy a patch csv contents into mod.csv and build mod - there's no need to do it a different way and this way it still creates the iwd

 
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