Disappearing .msh files...?

Literally exactly what the title says…

To kinda piggy-back off my last post, I had successfully merged the 4 mods together, aside from minor tweaks here and there. I had began playing and have been having loads of fun with the particular class combo (D3 Crusader and Cata Paragon) when I had stumbled across a shield that didnt appear on my person. At the time I thought nothing of it, for it being the first time I had encountered it. After a while I had began to play around with GDStash and some of more of the D3 items when it came clear to me that certain gear wasn’t showing up.

Examples:

I then went to asset manager and checked out if the path was right or not…when it seems that I can’t even locate the folder…

Example:

But I can easily find said folder physically in windows explorer…This really REALLY has me at a complete loss and I’m pretty much on my knees begging for help! :o:o

UPDATE: I had tested out just base D3 Classes and everything seemed to work out fine and everything showed up properly in Asset Manager…

I’ve been trying to figure out maybe where in my merge I went wrong, but like the screenshots show, everything but the mesh is there! :confused::confused::confused::confused::confused::confused::confused:

Did you create asset files for them?

It’s not enough to copy source files.

Thank you, for update Asset manager with option to “Auto-create Asset” for .msh sources, as I offer in paragraph 1.1 :rolleyes:

First of all, I wondered why author use custom meshes instead of original.
You need pack missed files using Archievetool.exe with command line.
(act by analogy with http://www.grimdawn.com/forums/showthread.php?t=39614)

Ya know, that had ran through my mind but I’m not sure exactly how to make them for .msh files…

I think some of Diablo 3 meshes are only available as compiled .msh (resources folder) but are not available as source files.
If you want to have “correct resources” linked to source you might need to re create the source files.This means using MeshViewer to export the mesh in obj, importing it in 3DS, adding the shaders and exporting the .max as the source.Then auto-create assets with the same name and it should be working.

Gotcha. It’s extremely strange though, if you play the D3 mod just by its self the mesh files work fine but its like the moment you try and merge it they break, at least for me they did lol spent half the night researching it, trying this and that…Luckly i just recently got 3ds 2k19 so this should be fun :slight_smile: Thanks for the help everyone

Oh I thought it was a specific issue with the illusionist.
If the models don’t appear at all, it may be because when you merged the mods and compiled, AssetManager didn’t find any sources for the mesh files (Diablo 3 mod doesn’t have the .max sources)
So an "easy fix for this is to inject the .msh into your .arz database.
You could do this with archivetool using the command line :
archivetool items.arc -update . items 6 with the items folders having the same structure and the meshes insides the folder having the same name.