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Code Can't compile ROVehicles due to missing class

Deeival

Grizzled Veteran
Sep 4, 2006
674
1
Simple question: How can I attatch a custom texture to a vehicle?

Code:
class BA64ArmoredCar_German extends BA64ArmoredCar;

static function StaticPrecache(LevelInfo L)
{
    super(ROTreadCraft).StaticPrecache(L);

    L.AddPrecacheMaterial(Material'allies_vehicles_tex.int_vehicles.BA64_int');
    L.AddPrecacheMaterial(Material'allies_vehicles_tex.int_vehicles.BA64_int_s');
    L.AddPrecacheMaterial(Material'ba64_deeival.ext_vehicles.BA64Snow_ext');
}

simulated function UpdatePrecacheMaterials()
{
    Level.AddPrecacheMaterial(Material'allies_vehicles_tex.int_vehicles.BA64_int');
    Level.AddPrecacheMaterial(Material'allies_vehicles_tex.int_vehicles.BA64_int_s');
    Level.AddPrecacheMaterial(Material'ba64_deeival.ext_vehicles.BA64Snow_ext');

	super(ROTreadCraft).UpdatePrecacheMaterials();
}


defaultproperties
{
....
}

That files to compile at "Level.AddPrecacheMaterial(Material'ba64_deeival.ext_vehicles.BA64Snow_ext');". I got the texture ba64_deeival placed in the texture folder and the names are right too.
I am probably missing a step. Which one?

Edit: That was (almost) too obvious...

#exec OBJ LOAD FILE=..\textures\<filename>.utx :)
 
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