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Upgrade different textures

textures upgrade heavyarmor

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#1 Symonius

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Posted 19 January 2017 - 12:04 PM

Hi guys,

I have a question about the SubObjectsUpgrade for the heavy armor of the units.

There is a way to upgrade different randomtextures to their HeavyArmor counterparts?

 

Even the upgrade of the GoblinFighter (made by the EA Devs) doesn't work.

 

I spent much time creating 33 different textures for shields and now, everytime I upgrade an horde the shields gain the same texture of the first UpgradeTexture, making me very sad :(

 

I hope someone could help me


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#2 Easterling26

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Posted 04 February 2017 - 12:05 PM

Hello Symonius.

I am not sure if this works but you could try to add this line in your code.

 

RandomTexture = then put the name of your textures here.

 

Here is an example of how it could work.

 

RandomTexture = muorcwarr_alpha.tga 0 muorcwarr_alpha.tga        <---- This is an extra texture used by mordor orcs.

 

If you have 33 different textures you must add 33 times the above mentioned code to your units ini.

I hope I was able to help you out.



#3 Rider of Rohan

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Posted 05 February 2017 - 03:53 AM

I believe he knows the code, but the random texturing in bfme 2 is broken and his 33 textures are suffering from it :p.
My method of overcoming this is to make multiple models each attached to one of the 33 textures (so 33 models) and code them in with the extra mesh instead. Upgrading them will work.
Here is an i.e. of what I mean.

		DefaultModelConditionState
			Model							= GUFighter_SKN
			Skeleton						= GUMAArms_SKL
			Model 							= GUFighter_SKNA  ExtraMesh:Yes
			Model 							= GUFighter_SKNB  ExtraMesh:Yes
			Model 							= GUFighter_SKNC  ExtraMesh:Yes
			Model 							= GUFighter_SKND  ExtraMesh:Yes
		End

		ModelConditionState WEAPONSET_PLAYER_UPGRADE
			Model							= GUFighter_SKN
			Skeleton						= GUMAArms_SKL
			Model 							= GUFighter_SKNA  ExtraMesh:Yes
			Model 							= GUFighter_SKNB  ExtraMesh:Yes
			Model 							= GUFighter_SKNC  ExtraMesh:Yes
			Model 							= GUFighter_SKND  ExtraMesh:Yes
		End
	Behavior = SubObjectsUpgrade Armor_Upgrade
		TriggeredBy		= Upgrade_GondorHeavyArmor
	        UpgradeTexture	= gugondorian.tga 0 gugondorian_HA.tga
	        UpgradeTexture	= gugondorian2.tga 0 gugondorian2_HA.tga
	        UpgradeTexture	= gugondorian3.tga 0 gugondorian3_HA.tga
	        UpgradeTexture	= gugondorian4.tga 0 gugondorian4_HA.tga
	        UpgradeTexture	= gugondorian5.tga 0 gugondorian5_HA.tga
		RecolorHouse	= Yes
		ShowSubObjects	= SHLDR BRACERS
		ExcludeSubobjects = Forged_Blade
	End

This setup works for me. Later on you could try using LUA for your models but that's an entire thing to explain.


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#4 Symonius

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Posted 11 April 2017 - 11:47 PM

Hehe I already tried with 33 different models :D. The problem is that the generic Object that randomizes the models crashes because of too much models.
Thanks to both for replies, seems that i have to play without upgrade units ;D

Edited by Symonius, 11 April 2017 - 11:47 PM.

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