ROTWK interface BFME II-like?
#1
Posted 15 December 2012 - 02:46 AM
#2
Posted 15 December 2012 - 03:17 AM
It changes the screen to the original shellmap - Barad-dur.
Remember that all worlds draw to an end and that noble death is a treasure which no one is too poor to buy. - C.S. Lewis
There will come a time when you believe everything is finished. That will be the beginning. - Louis L'Amour
What will matter then will be people. If relationships will matter most then, shouldn't they matter most now? - Max Lucado
#3
Posted 15 December 2012 - 03:19 AM
#5
Posted 15 December 2012 - 06:33 AM
Remember that all worlds draw to an end and that noble death is a treasure which no one is too poor to buy. - C.S. Lewis
There will come a time when you believe everything is finished. That will be the beginning. - Louis L'Amour
What will matter then will be people. If relationships will matter most then, shouldn't they matter most now? - Max Lucado
#6
Posted 15 December 2012 - 07:10 AM
ShellMapName = Maps\ShellMap1\ShellMap1.map ShellMapOn = No
Change the ShellMapOn to value Yes, it should revert it to the Argonath.
"Everyone's a hero when there's nowhere left to run."
- Auxiliary Skarn, 2333rd Cohort
#7
Posted 15 December 2012 - 12:51 PM
#8
Posted 15 December 2012 - 02:05 PM
"Everyone's a hero when there's nowhere left to run."
- Auxiliary Skarn, 2333rd Cohort
#9
Posted 17 December 2012 - 10:53 PM
This is what i have:
;-----------------------------GAME DATA----------------------------------------
GameData
; CheckMemoryLeaks = Yes
ShellMapName = Maps\ShellMap1\ShellMap1.map
MapName = Assault.map
MoveHintName = SCMoveHint
ShowProps = Yes
UseFPSLimit = Yes
FramesPerSecondLimit = 30
;Windowed = No ; Please leave this commented during production
;XResolution = 800
;YResolution = 600
MaxShellScreens = 8
UseCloudMap = Yes
AllowTreeFading = No
UseLightMap = Yes
AdjustCliffTextures = Yes
StretchTerrain = No
UseHalfHeightMap = No
ShowObjectHealth = Yes
HideGarrisonFlags = No
Use3WayTerrainBlends = 1
DrawEntireTerrain = No
TerrainLOD = DISABLE ; should be handled by options screen.
TerrainLODTargetTimeMS = 45
RightMouseAlwaysScrolls = Yes
UseCloudPlane = Yes
UseShadowVolumes = Yes
UseShadowDecals = Yes
UseShadowMapping = No
ShowSelectedUnitMarker = Yes
UseSimpleHordeDecals = No
UseSimpleMergeDecals = Yes
OpacityOfSimpleMergeDecals = 35%
UseBehindBuildingMarker = Yes
DefaultOcclusionDelay = 3000 ; in ms
OccludedColorLuminanceScale = 0.5
WaterPositionX = 0.0
WaterPositionY = 0.0
WaterPositionZ = 7.0
WaterExtentX = 2000.0
WaterExtentY = 2000.0
WaterType = 0
; Default Healing & Repair Buff Fx lists
DefaultUnitHealingBuffFxList = FX_DefaultUnitHealBuff
DefaultStructureRepairBuffFxList = DefaultStructureRepairBuffFx
; when a structure is reduced to rubble, set its z-height to this if nothing else is specified.
DefaultStructureRubbleHeight = 8.0
Attached you have my the gamedata.ini file
Attached Files
Edited by seemann, 17 December 2012 - 10:54 PM.
#10
Posted 17 December 2012 - 11:07 PM
ShellMapName = Maps\ShellMap1\ShellMap1
ShellMapOn = Yes
and then try it and see I know this works for some other things never tried with ShellMap before
#11
Posted 18 December 2012 - 06:30 AM
"Everyone's a hero when there's nowhere left to run."
- Auxiliary Skarn, 2333rd Cohort
#12
Posted 18 December 2012 - 09:53 AM
#13
Posted 22 September 2014 - 06:51 PM
Just stumbling onto this via search ... I am also trying to add the old BFME2 shellmap into RotWK, but it's simply not working.
I found the ShellMapOn boolean myself and tried setting it to Yes, deleting it, removing the LowLOD image entry in the handcreatedbla.ini just in case (that actually works, I now have a black menu ), but the ShellMap won't display.
Can't think of much else, did anybody ever get a Shellmap to work in any ROTWK mod?
Edit: Nevermind, I managed to load the Shellmap. I found the solution in this thread:
http://forums.revora...nath-main-menu/
Edited by withmorten, 22 September 2014 - 07:02 PM.
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