Jump to content


Photo

Taint/Elven Wood border

elven wood taint modding fx textures

  • Please log in to reply
5 replies to this topic

#1 JediJoe84

JediJoe84
  • Members
  • 6 posts

Posted 02 October 2016 - 05:23 AM

Before I start let me just say I did run a search AND browsed through the first 125 pages of the forum so if this has already been asked then I'm truely sorry.

 

One of the things I loved doing in bfme1 was "landscaping" during a level by using elven wood (or taint if I was evil) to build up a nice continuous forest from my base eventually stretching across the map.  Quickly I noticed I couldn't do this in bfme2 since the entire effect of both spells vanishes over a set time.  I've already gotten both spells to last forever and function the same as they did in bfme1, but they don't look the same.  In the bfme1 you could overlap multiple elven woods (or taints) for a perfectly blended larger affected area.  In bfme2 both spells seem to have a border which erases the effect of a previous spell around the outline of a freshly placed elven wood (or taint).  Is there any way to make them look like they did in bfme1?  I don't know if this is a coding issue or if EA altered the textures for the second game.  I've looked through the bfme2 files and inis extensively and cannot figure out how to change this. If it's something I can change in the ini, where would I find it?  If it's the actual texture, can I just import the texture from bfme1?



#2 Echo

Echo

    T3A:Online

  • T3A Staff
  • 1,021 posts
  • Projects:Blue Wizard Mod
  •  yay blue
  • Division:BFME
  • Job:T3A Moderator
  • Donated

Posted 02 October 2016 - 11:25 AM

Have you modified the specialpower and the system.ini entries of the Elvenstar mod? Also check the ElvenGrove object and compare it to BFME 1's. It's even likely that they changed the spawn amount and radius of trees/grass in BFME 2.

 

I don't know however if that is at all possible... EA took out or altered some BFME 1 behaviors in the game code.


Edited by Echo, 02 October 2016 - 11:26 AM.

26285.png


#3 JediJoe84

JediJoe84
  • Members
  • 6 posts

Posted 02 October 2016 - 01:27 PM

I haven't downloaded or looked at any other mods as I'm trying to keep the game as clean as possible and only make a few slight changes that make it a bit more fun for myself.  I have modified the specialpower ini to make taint and elven wood permenant.  Also looked at the taint and elven wood grove ini files, but i don't see anything in either that would address overlapping or erasing a previous effect at the border.  In comparing the object ini files from both games, they seem pretty identical. I've been going back and forth comparing files between both games and the only difference I've noticed is that in bfme1 the object ini for taint and elven wood reference the buff and debuff the spell gives to units where as the bfme2 object ini files do not.  Perhaps it cannot be done or I'm just missing something.



#4 Echo

Echo

    T3A:Online

  • T3A Staff
  • 1,021 posts
  • Projects:Blue Wizard Mod
  •  yay blue
  • Division:BFME
  • Job:T3A Moderator
  • Donated

Posted 02 October 2016 - 07:03 PM

I would like to look into this more, as it's something I'm also interested in. Right now I do not have my comp available however, and modding on my laptop sucks. I will let you know as soon as I find out something, but this can take a couple more weeks..

 

It's likely that EA simply changed the functionality of Elven Wood/Tainted Land for BFME 2 and it's not changeable..


26285.png


#5 JediJoe84

JediJoe84
  • Members
  • 6 posts

Posted 02 October 2016 - 09:26 PM

Any insight you can eventually give is most appreciated.  I'm taking a break out of sheer frustration lol.  Thankfully I have some other things to keep me occupied for a while.



#6 JediJoe84

JediJoe84
  • Members
  • 6 posts

Posted 08 October 2016 - 12:10 AM

I just jumped on rotwk (I was working only with bfme2 before) and noticed that the frozen land spell for angmar visually works the way we want, multiple applications blend together rather than creating that ugly border around the new patch of ice.  The problem is for some reason rotwk won't acknowledge my homemade patches like bfme1 and bfme2 do.  So I can't even try doing anything like creating clones of the frozen land spell and then just giving it the elven wood and taint visuals.  I will have to look into this tomorrow when I get back from work.







Also tagged with one or more of these keywords: elven wood, taint, modding, fx, textures

0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users