Yep, what sailor dnAlange means is you gotta find inside each file the reference to another, and copy all those files to your mod.
Example, chain of files:
phone.ent
phone.dae
phone.mat
phone.dds
phone_nrm.dds
phone_spec.dds
phone_height.tga
And these are the lines you should look for inside each file in the chain:
Quote:phone.ent content
...
<Mesh Filename="entities/gameplay/phone/phone.dae">
...
Quote:phone.dae content
...
<library_images>
<image id="file1-image" name="file1">
<init_from>file://amnesia/static_objects/secret/mystuff/bla bla bla path/phone/phone.dds</init_from>
</image>
</library_images>
...
Note: Amnesia ignores extension in the .dae entry (.dds in this case) and looks for the name+mat (
phone.mat)
Quote:phone.mat content
...
<TextureUnits>
<Diffuse AnimFrameTime="" AnimMode="" File="phone.dds" Mipmaps="true" Type="2D" Wrap="Repeat" />
<NMap AnimFrameTime="" AnimMode="" File="phone_nrm.dds" Mipmaps="true" Type="2D" Wrap="Repeat" />
<Specular AnimFrameTime="" AnimMode="" File="phone_spec.dds" Mipmaps="true" Type="2D" Wrap="Repeat" />
<Height AnimFrameTime="" AnimMode="" File="phone_height.tga" Mipmaps="true" Type="2D" Wrap="Repeat" />
</TextureUnits>
...
So, you need all the files in the chain for your phone entity to work properly.
It doesn't matter
where each file is located as long as its parent location is mentioned in
resources.cfg
Remember the editors use
resources.cfg from /amnesia or /amnesia/redist
and your mod may use another ( /mymod/resources.cfg ) to run the game
So some stuff may be visible in-game but not in the editor.