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#142635 Worldbuilder | Building base problem

Posted by eRe4s3r on 25 May 2005 - 07:10 AM in BFME1 Modding

i have the exact same problem :/ solution?

none that i am aware off, except using the standard models, any new model (and even some standard models) wont show up in worldbuilder (even if u place them into the lotr dir)



#141298 My turn to ask...

Posted by eRe4s3r on 19 May 2005 - 06:49 PM in BFME1 Modding

i think your tga is maybe in 32bit instead of 24bit ;) , or, if u use a tga, be sure that u clear the alpha channel,

thats all i can think off .D never ran into that kind of problem ;)



#140439 I'm asking you

Posted by eRe4s3r on 17 May 2005 - 04:18 AM in BFME1 Modding

i dont know about you, but i failed so far applying an high resolution uv map to a gondor soldier.. and thats completly overwriting everything, aka brand new uvw map (since the textur is 3x higher resolution) basicly.. of course its easy if you have patience.. but i never seem to get the texture applied without any disturbance or distortion, is there a trick for that?



#140438 applying skins

Posted by eRe4s3r on 17 May 2005 - 04:15 AM in Showcase

texture has to be in tga file format

after some thinking i may add a lil important note .D

soo

texture has to be in tga file format if you want to apply it in gmax, the game will use the dds version of the texture automagically



#140406 animations

Posted by eRe4s3r on 17 May 2005 - 01:34 AM in BFME1 Modding

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. :(

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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...



#140404 I'm asking you

Posted by eRe4s3r on 17 May 2005 - 01:31 AM in BFME1 Modding

well there comes the part where its not gonna be easy anymore

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 .)



#140224 need some basic help

Posted by eRe4s3r on 16 May 2005 - 02:27 PM in BFME1 Modding

so i would have to place the gamedata.ini file directly in the lotr bfme directory? cant be i have to edit the ini.big, how could i ship mods then? i dont think i would want to replace an original file of lotr bfme .)



#140199 need some basic help

Posted by eRe4s3r on 16 May 2005 - 12:20 PM in BFME1 Modding

You have to keep the file structure intact

aka your big file should read

crypt.big
|
|--->Data | ---> Ini ---> gamedata.ini
|--->Art | ---> W3d ---> bla.w3d
|--->Art | ---> Textures ---> Texture.dds

for example

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



#140198 eRe4s3r's Models

Posted by eRe4s3r on 16 May 2005 - 12:14 PM in Showcase

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

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nope sadly, my skill with textures resorts to command ppl to find me a good one :D
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... :)



#140021 I'm asking you

Posted by eRe4s3r on 15 May 2005 - 11:52 PM in BFME1 Modding

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? :)

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^^ 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 :))

*addendum*

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 :D
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 :)



#140014 I'm asking you

Posted by eRe4s3r on 15 May 2005 - 11:42 PM in BFME1 Modding

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 :)

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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



#139997 I'm asking you

Posted by eRe4s3r on 15 May 2005 - 11:19 PM in BFME1 Modding

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.:)

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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 :D everyone got its own taste for such things :)



#139995 I'm asking you

Posted by eRe4s3r on 15 May 2005 - 11:15 PM in BFME1 Modding

hey :) im not advertising for that script for no reason, its working simply and its noob friendly .)

Posted Image

i would never change to an other script :) (ever)

and even though we could give coolio some credits for animations :) , i prefer a fine modell import :D (which is not from coolio in that script) ^^



#139990 I'm asking you

Posted by eRe4s3r on 15 May 2005 - 11:01 PM in BFME1 Modding

Hey eRe4s3r what does that importer do that Coolfiles doesn't? Is it better? Coolfiles even imports animations...

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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 :))



#139984 I'm asking you

Posted by eRe4s3r on 15 May 2005 - 10:53 PM in BFME1 Modding

meh ^^

Download this

Sergils Model and Coolfiles Anim importer Merged with help and bug fixes

load the script,
scroll down
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



#139762 new mod!

Posted by eRe4s3r on 14 May 2005 - 10:56 PM in BFME1 Modding

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.

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if u have problems with importing try the importer i added to the renx merging topic :p



#139463 Merging 2 models in one with renx

Posted by eRe4s3r on 13 May 2005 - 11:20 PM in BFME1 Modding

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?:

-Open Renx
-Utilities>MAXscripts>W3D+animimporter>import W3D
-Select the .W3D file>Open it
-Then manipulate it
-And export.

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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



#139445 eRe4s3r's Models

Posted by eRe4s3r on 13 May 2005 - 10:08 PM in Showcase

A true work of art, no shadow bleeds or anything.

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wee thx :D (though i think it could have been still much better ^^)

but that aside, whats a shadow bleed? ^,° (maybe im only lucky :D)

||--||

Btw :D 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 ;)



#139442 Hostile's Stuff

Posted by eRe4s3r on 13 May 2005 - 09:59 PM in Showcase

I was slammed over at MEMW "How dare you defile Tolkien like that!" I said screw it. Not worth the hassle...

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cant believe that, as mentioned the models/artwork is amazing, to bad its canceld :(



#139436 Merging 2 models in one with renx

Posted by eRe4s3r on 13 May 2005 - 09:29 PM in BFME1 Modding

hehe .) oh well, included w3d + gmax file ;)

wonder what error that is

Attached Files




#139390 2 problems with a new model

Posted by eRe4s3r on 13 May 2005 - 07:44 PM in BFME1 Modding

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  :D

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just use the w3d tools select the bounding box and select *AABox

the other one i dont know ^^

Edit: wee, typo :D



#139388 Merging 2 models in one with renx

Posted by eRe4s3r on 13 May 2005 - 07:36 PM in BFME1 Modding

well its not the way i do it ^^

mhh, just press on the right side,

W3D TOOLS

scroll down and press "EXPORT WITH Std Mtls"

dont use the export function of gmax



#139383 Merging 2 models in one with renx

Posted by eRe4s3r on 13 May 2005 - 07:12 PM in BFME1 Modding

congrats Grim
go dwarves ! ;)

thx for the file eRe4s3r :D

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i hope its the right script now .)



#139379 Merging 2 models in one with renx

Posted by eRe4s3r on 13 May 2005 - 06:47 PM in BFME1 Modding

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.

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Oh my god :D sorry thats the WRONG file :D

delete the old .) and extract this in the startup dir :D

// there you see what happens if u dont sleep ;)

Attached Files




#139353 Merging 2 models in one with renx

Posted by eRe4s3r on 13 May 2005 - 04:36 PM in BFME1 Modding

That one is made by Coolfile. I suggest Hostile also host that one. It's the best one out there.

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nope ;) its a merge btw the *animation importer from coolfile* and the *w3d importer from seagle* ^^ made by someone called Dibelius :huh: its the best out there :grin: hehe