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Re: bind external model textures to final project
[Re: Quad]
#256856
03/19/09 11:33
03/19/09 11:33
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Joined: Jan 2004
Posts: 2,062 Hamburg, Germany
slacer
Expert
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Expert
Joined: Jan 2004
Posts: 2,062
Hamburg, Germany
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Yes, you would simple create a small script which reads all image files from a directory and creates a bind.wdl or bind.c file. Just include this file in your project and all your images will be there. If you create a script to generate such bind-files, you can easily re-run it if you added/deleted some of these images.
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Re: bind external model textures to final project
[Re: slacer]
#256883
03/19/09 12:38
03/19/09 12:38
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mercuryus
Unregistered
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mercuryus
Unregistered
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I again vote for a BIND with wildcard
BILD "*.bmp"; BIND "models\\new_*.mdl"; ...
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Re: bind external model textures to final project
[Re: Pappenheimer]
#257101
03/20/09 13:26
03/20/09 13:26
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Joined: Sep 2003
Posts: 9,859
FBL
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 9,859
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... but you are restricted to make a difference between the file extensions only, aren't you?
Probably. Haven't tried anything else and never needed something else. If I don't need certain files (let's stay at e.g. .bmp), I move them to a dev/temp folder which is not referenced at all in the project. This way I keep my project as clean as possible. Now I only need to find a way to dump all those temp files generated by WED into some sub folder. I thought this was possible, but can't remember how to change this... I'm getting offtopic...
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