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There have been 51 items by eRe4s3r (Search limited from 16-December 18)
Scale model will only reduce the whole model, skin and skeleton. It won't fix your issue. You're gonna have to rebind (God love you) your new model to the existing skeleton. :(
would u have to do that even if ur applying a new uv map to the model? .. i mean.. since u still would have to export it i think you actually HAVE to do it, but that would be hell.... i found binding the bones extremely difficult, esp since its not allways visible what part has to be bound with what...
adding a completly new skin is HELL
and editing the model would mean to correctly bind the skeleton via the wwskin helper after u are done, both are things that are very complicated.. u really should start with the easier part first (models of buildings ^^)
that aint helping much, but i doubt anyone can help you there except to point to that infantry tutorial and the several uv skinning tutorials .)
aka your big file should read
|--->Data | ---> Ini ---> gamedata.ini
|--->Art | ---> W3d ---> bla.w3d
|--->Art | ---> Textures ---> Texture.dds
also, you have to set the big file to BFME file mode, (some editors support both) and u have to change that urself, last thing, you have to place teh mod in your "My Documents " lotr bfme files dir
I'm learning how to use GMAX and 3d studio MAX, I hope I get as good as you in time. That stuff is really sweet. Windows.. makes it kinda look like a caslte lol I don't have time to read the whole thread, but if you make the skins your superb at skinning too. Are you part of any mods, dude? The gates wood skin especially looks fantastic.. lol
nope sadly, my skill with textures resorts to command ppl to find me a good one
It works New textures are comming soon, since i obviously dont release a mod that uses textures from like 40 different games
I am atm remoddling the towers and adding damage state models...
Yes, that is how I do it also. Easiest easy way for the modder to go. Does suck having to rebuild the asset.dat everytime but modding sux right?
^^ if i could find a command line big file builder it wouldnt suck that much ^^ hehe
to the importer, i cant tell you whats different as i use it from day 1 ^^ i think though, that the modell importer supports lots more polygons and imports hidden objects 2 (not sure if thats better )
you only have to rebuild the asset dat if u change things to the art directory
a mod that changes art wont work without an asset.dat
a mod should allways be in .big form loaded
and in case i didnt said it .) you *have* to build a big file to get changed original models working in the game, since you cant overwrite teh original asset.dat
Hostile you were talking about how, or what to extract from the W3D.big.
I am still having problems getting a .W3D file not invisible ingame.
Might it come from where i take it?
I extract the entire W3D.big in a folder far from the BFME's one, and import the W3D file i want from there.
Do i have to extract it elsewhere or do something else?
I'm desesperate i can't edit a W3D file without making the skin invisible. I'm trying everything
ok, heres how i do it, i extract the files i want to modify into an seperate *mod*dir (not within the game directory) i keep all sub names intact (aka Mod\art\w3d) etc.
I have assetbuilder.exe in the Mod dir
now i create a big file, adding the whole art + data + libaries + bases etc dirs to the big like they are in the original ones (but into a seperate big (lets call it mod.big ^^))
then i add the asset.dat file to the big file
and start the mod via the mod switch (you have to copy the big file to the my documents / lotr bfme dir
You HAVE to do a new assetbuilder *ALLWAYS* even if u edit a model thats allready in game, the asset.dat HAS to be up-to-date,
DONT overwrite the asset dat in the main game dir though, it will crash everything ^^
i add the asset.dat file to the big file simply as asset.dat, no directory
Many paths to success, as long as you have one that works. All that counts. I do enjoy being able to import animations though. I'm glad you at least gave us another option.
waaah /me gets in typing freeenzy
it *does* import animations .)
as i said, its the animation importer by coolio, merged with a MUCH better model importer .)
so basically, its the next version as u can see on my screenshot
of course, i cant talk into your oppinion everyone got its own taste for such things
Hey eRe4s3r what does that importer do that Coolfiles doesn't? Is it better? Coolfiles even imports animations...
oh well, i never got the animation bit to work on buildings though, dont know where that ones from, i just heard it fixed some bugs with exporting animations, and its comprehensive (even for n00bs) ^^
which one you use is bound to ur taste, i prefer that one, got it from a model guy back in times when ppl modded generals... as said, its a mixed script using a (for my taste) much better model importer )
Sergils Model and Coolfiles Anim importer Merged with help and bug fixes
load the script,
select "How to -> Import Model + Skeleton, and follow the instructions
if u dont want to read them i can tell you though ^^
press "Load Skeleton"
select the skl file for the model you want to import
then import model (soldiers have a _skn.file )
If you want to import buildings its a bit different though, the "pile of objects" were actually animated a long time ago, well , until you import them, so dump em, and do some Modelling, just keep the names and "spheres"
Animations saved in Buildings will be used for the Build-Up Phase based on the names the object have, so you have to keep to the names (or fiddle with the ini) You dont need build up animations though
Try to build your new modell "based on" the model you try to replace, it will save oyu hassle like scaling .)
Oh yeah, another way is importing the _w models, they dont have build up animations and are mostly one object so its easier...
Listen to Admiral Gt, if u dont do it urself, it never gets done
thats not what i mean, i mena nobody is doing anything, for the last month i have been the only one doing anything! and i am severly limeted, my worldbuilder doesnt work, and i dont know how to inport a model correctly so i cant do that.
can you add the LA gondor units? they are already in there.
if u have problems with importing try the importer i added to the renx merging topic
What the hell?
Without any hope i tried to export the gmax file you put in the compressed archive, and...and, it works...
*BAM* *BAM* *BAM* (my head on the screen)
Well, i certainly import like a shit with ten fingers then.
do you do anything but what follows?:
-Select the .W3D file>Open it
-Then manipulate it
nope, i do the exact same as the above
only thing is that i do ALLWAYS after i imported something an
Convert -> Editible Mesh
since that clears all artifacts the import may cause to the object .)
but, even if i dont do that the model shows up in w3d... so it cant be taht the lil step makes any difference
A true work of art, no shadow bleeds or anything.
wee thx (though i think it could have been still much better ^^)
but that aside, whats a shadow bleed? ^,° (maybe im only lucky )
Btw the towers .. well, yeah i think i could redo them a bit .P
New textures are coming too, just got myself a nice texture artist
1. Ugluk is very hard to select, because I can only click on his feet
I guess the problem is the bounding box, but i have no idear how to export it correctly
just use the w3d tools select the bounding box and select *AABox
the other one i dont know ^^
Edit: wee, typo
How do you make it to work?
I have uncompressed the .ms file in "gmax\gamepacks\westwood\renx\scripts\startup" and tried to go in utilities>Maxscript , nothing in the "utilities" scrolllist, and i have tried to run the script with "Run Script" but it doesn't work neither.
Oh my god sorry thats the WRONG file
delete the old .) and extract this in the startup dir
// there you see what happens if u dont sleep
- w3danim.rar 11.61KB 79 downloads
That one is made by Coolfile. I suggest Hostile also host that one. It's the best one out there.
nope its a merge btw the *animation importer from coolfile* and the *w3d importer from seagle* ^^ made by someone called Dibelius its the best out there hehe