View Full Version : Extracting EP objects for use in my AnyGame
Phaenoh
2nd May 2008, 06:53 AM
Ok, so this is probably border-line not allowed, but here's the situation. I'm making myself a medieval neighborhood using Numenor's AnyGameStarter (loves!) and have chosen to not include Uni, NL, Pets, or BV because I don't like the added game play. I do however like some of the content (those candles from Uni or NL?) and would like to include them in my medieval game. Is it possible to do this? Like uber-easy copy the necessary files from C:Programs and stick them in a place the AnyGame will read, or perhaps extract them with SimPE and make clones of them? I don't plan/want to share these with anyone so does that make it okish?
Thanks!
-Phaenoh
Echo
2nd May 2008, 07:56 AM
For your own personal use you can do whatever you want, you just can't post them anywhere publicly. ;)
Assuming that none of the code has changed, it should be a matter of making the clone and changing the EP flags in the OBJd to the base game. If the code has changed but you just want the look of the object, you'd best clone the equivalent base-game object and import the newer object's scenegraph files in over the top of it.
Phaenoh
2nd May 2008, 08:10 AM
Was really hoping I could just move some files around and presto. That *should* work cuz I have FreeTime running on top of it, right? : crosses fingers really tight :
HugeLunatic
2nd May 2008, 01:49 PM
On a related note: Can you strip the Pets info from a package? Or is it easier to just reclone with unchecking all ep's? Trying to make base game compatible...
Oh, Echo that reference to changing the EP flags in the OBJD? Is that written up somewhere? For reference?
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