Edited by UserMusic, 14 May 2005 - 08:12 PM.
Help with my New Hero
#3
Posted 14 May 2005 - 08:11 PM
I don't really know how you can fix that, does he have ATTACK_NEEDS_LINE_OF_SIGHT in KindOf block?
Try this if not, but i'm not sure that's it.
It worked! That is a great tip for people having this problem with their archer hero.
Edited by UserMusic, 14 May 2005 - 08:21 PM.
#5 Guest_Ar-Zontar_*
Posted 16 May 2005 - 12:44 PM
Good question!
#7 Guest_Ar-Zontar_*
Posted 16 May 2005 - 07:33 PM
MappedImage HIGlorfindel
Texture = glorfindel-x.tga
TextureWidth = 276
TextureHeight = 206
Coords = Left:104 Top:4 Right:180 Bottom:90
Status = NONE
End
You will then ned to create a HSGlorinfdel.ini (in the heroui group) and put this code in it
MappedImage HPGlorfindel
Texture = glorfindel-portrait.tga
TextureWidth = 194
TextureHeight = 192
Coords = Left:1 Top:1 Right:192 Bottom:190
Status = NONE
End
Then refer to your Glorfindel in his glorfindel.ini file (usually the first couple of lines) and point to those files above - the actual image references are pointed to in each reference above. Place the 2 files into your art\textures directory (I extracted my textures file and moved the source out of the main directory).
find the 2 files here:
www.taacars.ca\bfme\glorfindel-x.tga
www.taacars.ca\bfme\glorfindel-portrait.tga
I don't think I missed any image references (except the one for being revived - changed that as well).
It looks pretty good in game - almost as if it came with it!
I have added modified Word of Power and changes the rate of attack speed too if it's of interest. This is certainly the start of an Elves mod once I add a few more heros (Celeborn, Elladan and Elrohir, Cirdan, Thranduil etc ...)
Hope this helps!
Ar-Zontar
Edited by Ar-Zontar, 16 May 2005 - 07:34 PM.
#9 Guest_Ar-Zontar_*
Posted 17 May 2005 - 05:33 PM
#11
Posted 17 May 2005 - 07:33 PM
Don't forget to save them as DDS too before putting them in the texture folder.
it reads them even if its .tga, .dds is just a compressed format of it
#12 Guest_Ar-Zontar_*
Posted 18 May 2005 - 01:13 PM
#13
Posted 18 May 2005 - 03:05 PM
it reads them even if its .tga, .dds is just a compressed format of it
Oh i thought BFME needed them to be compressed in DDS format, forget what i said then
Is it the same for model textures? I mean can you put your textures in TGA and they will be read?
#14
Posted 18 May 2005 - 03:08 PM
it reads them even if its .tga, .dds is just a compressed format of it
Oh i thought BFME needed them to be compressed in DDS format, forget what i said then
Is it the same for model textures? I mean can you put your textures in TGA and they will be read?
yes they will be read perfectly well
DDS is just more compressed so if you need space, compress them
#15
Posted 18 May 2005 - 09:37 PM
As a side note, I have created button and portrait images for Celeborn as well if anyone wants them ....
I'd take 'em. Celeborn's currently on tmy to-do list lol.
#17
Posted 20 May 2005 - 07:07 AM
it reads them even if its .tga, .dds is just a compressed format of it
Oh i thought BFME needed them to be compressed in DDS format, forget what i said then
Is it the same for model textures? I mean can you put your textures in TGA and they will be read?
yes they will be read perfectly well
DDS is just more compressed so if you need space, compress them
That is not the only difference. dds creates its own mip-maps. If you save as tga then the game will try and make them for you and it never turns out pretty. I would strongly recommend using dds for that reason alone.
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