Using static meshes from the game

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LordGleedo

FNG / Fresh Meat
Jul 18, 2010
800
74
0
Bucks, England
www.theoldgitsarmy.com
Hi,

I take it that it's ok to use static meshes and materials that are used in the main game?

If that is ok, I take it we use the ones in the following location or are the other folders that contain assets we can use?
C:\Program Files (x86)\Steam\steamapps\common\red orchestra 2\ROGame\CookedPC\Packages

EDIT: Actually I have only found one package with any buildings in but there aren't many...is there a list of which packages contain buildings etc?
 
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Xendance

FNG / Fresh Meat
Nov 21, 2005
4,484
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Elitist Prick Club RS Branch
From my experience with the UT 3 editor, the packages should always be visible in the content browser but greyed out (ie not loaded into memory). For some reason this isn't the case with rohos sdk :\

I've noticed that packages used in TWI maps appear in the content browser once you have loaded a TWI map. Then you can go back to your map and the packages should be visible there.

Regarding finding assets in the packages, use the various search tools that are built into the content browser.
 

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
63
The Netherlands
Yes you can use the meshes from the main game. But you can add your own content to. Which make the map more original of course.

You can find them in the content browser of the editor. There are various sections. Some of them have the name of the map and some of them are named to the content they have. I don't know if this is what you mean in your post.
 

Six_Ten

FNG / Fresh Meat
Mar 12, 2006
1,382
400
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aztecmod.darkesthourgame.com
I've noticed that packages used in TWI maps appear in the content browser once you have loaded a TWI map. Then you can go back to your map and the packages should be visible there.

When you load a map in the editor, it only loads the stuff that is in that map. If you select a package that has stuff you like, Props_Village for example, you can right-click the package name and select Fully Load to get the whole thing loaded.

As for a list, there isn't one as far as I know. Maybe Tripwire made one to help them with mapping, if so I hope they release it. I think some player-modders created an index for RO, perhaps some of us can create an index to the contents of the packages. At this point I'm hunting by trial and error when I need assets.
 
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LordGleedo

FNG / Fresh Meat
Jul 18, 2010
800
74
0
Bucks, England
www.theoldgitsarmy.com
I've noticed that packages used in TWI maps appear in the content browser once you have loaded a TWI map. Then you can go back to your map and the packages should be visible there.

Thanks - that did the trick. I should have thought of that, it's been a while since I last made a map.

But you can add your own content to. Which make the map more original of course.

Unfortunately I have never found the time to learn 3d modelling and I'm colour blind so make textures would be a disaster for me lol

With a bit of imagination, it's possible to re-use many assets and still produce a highly original map :)

Thanks for your swift help.
 

Le0

FNG / Fresh Meat
Sep 20, 2011
638
119
0
Neuchatel, Switzerland
You can also instead of opening a stock map, simply click on the open icon in the content browser and browse to \ROGame\CookedPC\Packages where TWI props package are located and open them. They will then appear in the content browser and will be fully loaded :) You can often find out what is inside a package by its name, vegetation, arch detail, ger_military and so on
 

Catalavos

FNG / Fresh Meat
Oct 5, 2010
1,327
53
0
Baltimore, MD
Has anyone figured out a wasy to create and use materials built from the textures included in the SDK? In my experience the SDK does not allow you to build a new material from a cooked package.
 

-=}WoLvErInE{=-

FNG / Fresh Meat
Mar 14, 2011
1,793
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Chi-Town
www.wolvy.net
You can't build/make new material's in cooked packages. however you can use any texture from cooked packages and make your own materials, but you must save them in your map package, or by creating new package.
 

Six_Ten

FNG / Fresh Meat
Mar 12, 2006
1,382
400
0
aztecmod.darkesthourgame.com
Has anyone figured out a wasy to create and use materials built from the textures included in the SDK? In my experience the SDK does not allow you to build a new material from a cooked package.


In your own assets package, create a new material and open its material editor.

Open the mat editor of the cooked shader you wish to copy. Box-select all the nodes, press ctrl-c.

Back in your new material editor, press ctrl-v. Size the windows for both your material and the original so you can see them, hook up the nodes you just pasted to match the original. Modify to suit.