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Changing a .dae into a .ent - Printable Version

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Changing a .dae into a .ent - clonerex340 - 05-24-2013

I have tried everything in terms of converting a .dae file into a .ent. I made a couple changes to a Brute for a FC I'm making, and I want to know how I can actually change it into a .ent so I can put it into one of my maps. I will try anything and everything.


RE: Changing a .dae into a .ent - PutraenusAlivius - 05-24-2013

What the hell did you do to the Brute?


RE: Changing a .dae into a .ent - Kullin - 05-24-2013

(05-24-2013, 01:48 AM)clonerex340 Wrote: I have tried everything in terms of converting a .dae file into a .ent. I made a couple changes to a Brute for a FC I'm making, and I want to know how I can actually change it into a .ent so I can put it into one of my maps. I will try anything and everything.
open the model editor and click import mesh under the "file" tab.


RE: Changing a .dae into a .ent - FlawlessHappiness - 05-24-2013

Look. It's not about changing it into a .ent file.

Every entity has both a .dea and a .ent file.

A static_object only has a .dea file.


The .dea file is the model itself.
A .ent file is a file that tells the game what kind of object this is. Is it an enemy? Is it a lantern? Maybe a lamp?

So to make it an entity, you should copy another .ent file, open it in a text-editor and change the corresponding .dea file-paths inside it.

Then open the .ent file in the model editor and change what you want to change under userdefined variable.


RE: Changing a .dae into a .ent - The chaser - 05-24-2013

@BeeKayK: It's .dae, not .dea Big Grin

So:

The .dae file is the model itself, with the UV texture coordinates, the assigned textures, etc. The .ent file, is a simple file which tells the game what thing that is: If you change the Type of a door from SwingDoor to <Object<Grab, you can grab the door and carry it freely, like if it was a box.

I think that in the wiki there are some tutorials on how to do this, so try luck there Wink