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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 05-25-2003, 02:38 AM   #1 (permalink)
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Default DDS error/W3D Import

While it seems like a n00b question, I can't find it posted previously, so:
When I try and open a DDS file with photoshop I get the error "Could not open '(filepath)' because the file-format module cannot parse the file." I put the 3 dlls in my windows/system directory and the plugin in the correct photoshop folder. With paint shop pro I get the error: "The plugin cannot read format." Any ideas?

Photoshop and Paint Shop Pro are both version 7.0.
-----------------Edit --------------------
Ahem, secondly, another n00b question. However, noone else has had my exact problem before. You see, I know how to run the script. However, when I tell my w3d.ms script to "load w3d object" and select the object, it tells me:
"-- No ">=" function for undefined." Convieniently enough, when I press the "load w3d object" button again, it doesn't even bring up the file menu, it just gives me a windows sound. Hurrah!
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Old 05-25-2003, 01:53 PM   #2 (permalink)
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:Bump:
Come on guys! No one has a clue? This is vital to me, without it I can't skin.
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Old 05-25-2003, 07:29 PM   #3 (permalink)
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I placed the "Msvcrt10.dll" (Is it that one ?) in the Photoshop root and it works fine, try moving it to the PSP root. Though this may not work the same but its an easy test no ?

It might depend on the version of PSP you have aswell.
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Old 05-25-2003, 08:40 PM   #4 (permalink)
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There's instructions on installing PS modules in PSP inside the help files, I suggest you read them
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Old 05-26-2003, 02:03 AM   #5 (permalink)
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Please don't insult me, I have read and followed the instructions on loading plug-ins into PSP. I moved Msvcrt10.dll to the PSP directory to no avail. It still doesn't work. I hadn't, however, read the photoshop help files, as it seemed so simple. The only thing I noticed there was "If you cannot run a third-party plug-in, the plug-in may require a legacy Photoshop serial number." I don't know what this is, much less have one. Anyone know if this is required for the dds plugin?
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Old 05-26-2003, 02:14 AM   #6 (permalink)
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Interesting update: I have found that I have absolutely no trouble opening a dds that proclone sent me, while I still can't open the dds' that I extracted from the .big . The only difference between the files, that I've noticed, is that Proclone's is 342k, while the biggest one I've found of the extracted was 88k, with the average being aroudn 22k.
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Old 05-26-2003, 10:06 AM   #7 (permalink)
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It could be possible that you have the wrong version of Direct X, what version is the plugin, and what version do you have? Other than that, I have no idea.
:tard:
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Old 05-26-2003, 01:39 PM   #8 (permalink)
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Direct X is version 9. I don't think the plugin has versions.
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Old 05-26-2003, 09:39 PM   #9 (permalink)
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Basically the question is this: what's the difference between a dds someone sent me and a dds from in the .big files? Could a decompression error possibly have this effect? Has anyone else experienced this with bigPOP?


Edit: AHA! I've found that my w3d converter works on the model I was sent but not on the models I extracted. I'm now almost certain it has something to do with the .big extraction and not the file extensions.
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Old 05-26-2003, 10:02 PM   #10 (permalink)
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YEEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSSSS!!!!!!!!!!!!!! It was the extractor all along. I just used FinalBig to take out a dds and w3d instead of bigPOP and it worked perfectly. Thanks for your help guys, I can't believe I didn't think of this before.
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