Just a few questions
#1
Posted 25 May 2015 - 03:10 PM
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
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
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
Posted 26 May 2015 - 03:17 PM
#5
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:
- Ealendril der Dunkle likes this
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#6
Posted 27 May 2015 - 03:09 PM
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users