Jump to content


Photo

Just a few questions


  • Please log in to reply
5 replies to this topic

#1 ThrandyBanned

ThrandyBanned

    Sith Lord Of Mirkwood

  • Banned
  • 321 posts
  • Location:In your bed...
  • Projects:The Battlefront Mod For Warband
  •  Skinner,Modeler,Coder

Posted 25 May 2015 - 03:10 PM

I need help so please answer these questions
1.How do you add BFME1 building system?
2.How do you add a New Hero ?
3.How do you add a new unit?
4.How do you add Models from zbrush in game?

#2 Irenë Hawnetyne

Irenë Hawnetyne

    -

  • Hosted
  • 3,073 posts

Posted 25 May 2015 - 03:30 PM

I'm only really familiar with answering four, so I'll try that.

 

Essentially, once you've sculpted and painted your model, you need to convert your polypainting into a texture map, then lower your model down to the appropriate poly level (depending on whether it's a structure, unit, prop, etc.), either by going back down to the lowest subdivision level or by using Decimation Master. Then export it as an .obj, and then import it into Max 8 (if you don't have Max, but you have RenX, you'll have to convert it into a .3ds file and then import it into RenX). Then apply the materials through the material editor (shortcut 'M'), set it up ready for export with the W3D tools on the Utilities pane on the right hand side, and then export it, as according to the appropriate settings.

 

In terms of coding, I know very little, so I hope someone can fill in from me there (hint, hint), but you'll need to place your exported textures and models into the 'w3d' and 'compiledtextures' folders in 'art', and create an asset.dat from that. If you don't understand some of the terms we use around here (for example, 'asset.dat'), just search for them on google with BFME2 in the search, it shouldn't be too difficult to work out what they mean. Hope this is of use!


"Everyone's a hero when there's nowhere left to run."

 

Auxiliary Skarn, 2333rd Cohort


#3 JUS_SAURON

JUS_SAURON

    El Shaddai

  • Members
  • 1,581 posts
  • Location:Trinidad
  • Projects: BFME2 MOD - Power Of The Ring
  •   INI Coder

Posted 25 May 2015 - 03:34 PM

answer to

q1 :check out bfme 1 1/2 mod ... new castles and camps ..plus open maps in wb to see scripts 

check  the castles and building pieces ini files

2. new heroes need new models ,new exp levels in that file and new heroname.ini files with codes

add to playertemplate

3 similiar as above , new horde and unit  coding ,new models and unit.ini files etc

4 no idea

 

i started coding by looking at a functional MOD and mimicking it to see what was possible

also searching the forums for existing answers

 

bfme1 castle are easy to get in bfme2 ,but AI coding to revert back to using it is complex ...



#4 ThrandyBanned

ThrandyBanned

    Sith Lord Of Mirkwood

  • Banned
  • 321 posts
  • Location:In your bed...
  • Projects:The Battlefront Mod For Warband
  •  Skinner,Modeler,Coder

Posted 26 May 2015 - 03:17 PM

Ok thanks for help

#5 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 26 May 2015 - 03:40 PM

My tip about #4 is to forget about Decimation Master. It won't get you as low as you need to go and still keep the design intact. You need to lear topologizing - that is manually placing verticles on your high poly mesh using zSphere:

 


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#6 ThrandyBanned

ThrandyBanned

    Sith Lord Of Mirkwood

  • Banned
  • 321 posts
  • Location:In your bed...
  • Projects:The Battlefront Mod For Warband
  •  Skinner,Modeler,Coder

Posted 27 May 2015 - 03:09 PM

Nice tutorial,Thanks for help! I will follow the tutorial when i get Homr




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users