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Problem with Aragorn model (3 different body types in the same model))


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#1 TeddyPicker90

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Posted 25 October 2018 - 11:11 PM

Hi all!

 

I'm having a rather annoying problem with the Aragorn model in BFME1 HD EDITION mod, that's driving me crazy for quite some time.

 

The mod has three different versions of Aragorn: Amon Hen, Helms Deep and the Black Gate version. But, there is only one guaragorn_skn.w3d, and the game only loads Amon Hen version.

 

So, I've opened the guaragorn_skn.w3d in Renx and I saw that there are three body types inside it: BODYAMON, BODYHELMS and GATEBODY.

 

My question is, how to make them appear when playing? The mod uses vanila Aragorn.ini btw. I've tried different types of codes, for example:

 

Behavior = SubObjectsUpgrade Costume_01
        TriggeredBy        = Upgrade_AragornCostume_01
        UpgradeTexture    =  guaragorn_rotk.tga 0 guaragorn_2trs.tga
                RecolorHouse    = Yes
    End
    Behavior = SubObjectsUpgrade Costume_01a
        TriggeredBy        = Upgrade_AragornCostume_01
        UpgradeTexture    = guaragfel.tga 0 guaragorn_2trs.tga
                RecolorHouse    = Yes
    End

 

I've added Upgrade_AragornCostume_01 into experiencelevel.ini, but nothing happened. Then, I've replaced Upgrade_AragornCustome_01 wtih Upgrade_AragornBladeMaster, but then the model changes to Return of the King version not the Helms Deep one, and the textures are all messed up. But when you click on the Blade Master ability, he reverts the model to Amon Hen look. My god.

 

Then I've tried this approach:

 

Behavior = SubObjectsUpgrade ModuleTag_ShowWalls
TriggeredBy = Upgrade_AragornBladeMaster
ShowSubObjects = BODYHELMS
HideSubObjects = BODYAMON GATEBODY GATECLOAK ELVENCLOAK
End

 

But when Aragorn hits the level 2 and gets his BladeMaster, the body just disappears, so he's got only his head, sword and cape flying around. What am I doing wrong? Is it even possible to do it without exporting the models in three separate versions? Cause god I hate binding.

 

Thank you all in advance!
 

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#2 Felipe Roll-st

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Posted 07 November 2018 - 06:08 AM

hahaha I've got a similar problem as I'm using the same model, I got mine to change the proper texture when leveling up but mine always switches to rotk skin if you activate blademaster or elendil's ability only switching back to the level corresponding texture if killed, now I think what you must do iI think is changing the name of the textures and put them correctly in the code, I changed the name of mine's as the have the same name as the vanilla textures and interferes, for the change of texture thing, I haven't tested it myself yet but you might want to make another two replicas of aragorn's model but give each one only texture, you can do that with Asset builder by changing the name of the texture they use, that would implicate to change the coding of how aragorn will change skins as he levels up, cos he changes textures only so instead of that make him change models, tell me if it works ;)



#3 Ganon

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Posted 07 November 2018 - 07:23 AM

The mod has three different versions of Aragorn: Amon Hen, Helms Deep and the Black Gate version. But, there is only one guaragorn_skn.w3d, and the game only loads Amon Hen version.

 

So, I've opened the guaragorn_skn.w3d in Renx and I saw that there are three body types inside it: BODYAMON, BODYHELMS and GATEBODY.

 

 

These two lines from your post suggest that the Aragorn model uses sub-object hiding and unhiding in its original mod.

Unfortunately, you cannot just use texture swap code like Vanilla uses and have it work right. More than likely, the BFME 1 HD mod uses LUA to select which meshes of the model are visible at a given time.

 

Are you familiar with LUA?



#4 Mathijs

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Posted 08 November 2018 - 08:52 PM

HD Edition doesn't use any code, it's just an art replacement, just fyi.


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#5 TeddyPicker90

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Posted 08 November 2018 - 09:53 PM

@Felipe Roll, I've solve the problem of reverting the skin backwards when activating the BLADEMASTER with setting the Upgrade_AragornCostume_01 in the experiencelevel.ini. If you use blademaster as a trigger it will not work properly, but if you use it with Upgrade_AragornCostume_01 it works normally.

@Ganon, I'm not that much familiar with LUA, but here are the lines that I've wrote inside the scripts.lua

function OnAragornCreated(self)
ObjectHideSubObjectPermanently( self, "PLANE02", true )
ObjectHideSubObjectPermanently( self, "CLOAKELVEN", true )
ObjectHideSubObjectPermanently( self, "BODYAMON", true )
ObjectHideSubObjectPermanently( self, "GATECLOAK", true )
ObjectHideSubObjectPermanently( self, "GATEBODY", true )
ObjectHideSubObjectPermanently( self, "GATEHEAD", true )
end
 

I want to hide all other body parts except the BODYHELMS...but when I load the game afterwards, there is no body model, only head, sword, dagger and the scabbard...no matter what I do, the game (skirmish) will only load BODYHELMS or no body at all if I enter these codes inside the LUA...why the hell other body types aren't recognized as sub-objects and are shown when the other two are hidden?



#6 Felipe Roll-st

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Posted 09 November 2018 - 02:22 AM

;------------------------------------------------------------------------------
;
; Aragorn.ini
;
;------------------------------------------------------------------------------
 
; Aragorn GondorAragorn
Object GondorAragorn
; *** ART Parameters ***
 
    ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
SelectPortrait = HPAragorn
    
    ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
    ButtonImage = HIAragorn
    
Draw = W3DScriptedModelDraw ModuleTag_DRAW
OkToChangeModelColor = No ;Yes
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
 
DefaultModelConditionState
Model               = GUAragorn_ZKN ;GUAragorn_SKN
End
 
ModelConditionState = WEAPONSET_HERO_MODE USER_3
ParticleSysBone = BAT_RIBS BladeMaster FollowBone:Yes ; 
ParticleSysBone = BAT_HEAD AragornElendill FollowBone:Yes ; 
End
 
ModelConditionState = WEAPONSET_HERO_MODE
ParticleSysBone = BAT_RIBS BladeMaster FollowBone:Yes ; 
End
 
ModelConditionState = USER_3
ParticleSysBone = BAT_HEAD AragornElendill FollowBone:Yes ; 
End
 
RandomTexture = GUAragorn_rotk_hd.tga 0 GUAragorn_rotk.tga
 
;--------------------------------------
 
Behavior = SubObjectsUpgrade Costume_01
TriggeredBy = Upgrade_AragornCostume_01
UpgradeTexture = guaragorn_2trs_hd.tga 0 guaragorn_rotk_hd.tga ;guaragorn_2trs.tga 0 guaragorn_rotk.tga
RecolorHouse = Yes
End
Behavior = SubObjectsUpgrade Costume_01a
TriggeredBy = Upgrade_AragornCostume_01
UpgradeTexture = guaragfel.tga 0 guaragorn_rotk_hd.tga ;guaragfel.tga 0 guaragorn_rotk.tga
RecolorHouse = Yes
End
 
Behavior = SubObjectsUpgrade Costume_02
TriggeredBy = Upgrade_AragornCostume_02
UpgradeTexture = guaragorn_rotk_hd.tga 0 guaragfel_hd.tga ;guaragorn_rotk.tga 0 guaragfel.tga
RecolorHouse = Yes
End
Behavior = SubObjectsUpgrade Costume_02a
TriggeredBy = Upgrade_AragornCostume_02
UpgradeTexture = guaragorn_2trs_hd.tga 0 guaragfel_hd.tga ;guaragorn_2trs.tga 0 guaragfel.tga
RecolorHouse = Yes
End
 
Behavior = SubObjectsUpgrade Costume_03
TriggeredBy = Upgrade_AragornCostume_03
UpgradeTexture = guaragfel_hd.tga 0 guaragorn_2trs_hd.tga ;guaragfel.tga 0 guaragorn_2trs.tga
RecolorHouse = Yes
End
Behavior = SubObjectsUpgrade Costume_03a
TriggeredBy = Upgrade_AragornCostume_03
UpgradeTexture = guaragorn_rotk_hd.tga 0 guaragorn_2trs_hd.tga ;guaragorn_rotk.tga 0 guaragorn_2trs.tga
RecolorHouse = Yes
End

 

 

here's my two pieces of code, you'll see that the pictures the model uses have an "_hd" at the end, that is cos I changed it so they didn't interfere with the original vanilla ones, ( I like to keep the vanilla code aside in case I fuck up :p)

 

I guess it shouldn't be too different than yours, see if you find s'thing different, and thanks for the troubleshooting but I'm wondering as you put the blademaster upgrade to be triggered with "Upgrade_AragornCostume_01" does not affect the mechanics of the object at all? everything ok? and then would I have to put the next skin change in elendil's ability? as this one also triggers the texture swap






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