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Help with my New Hero


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#1 |EG| Witch-King Riding Shelob

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Posted 14 May 2005 - 03:07 PM

My newly created Glorfindel (based on the Elrond model) can shoot threw walls when in bow mode. Can anyone help?

Edited by UserMusic, 14 May 2005 - 08:12 PM.

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#2 Grim

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Posted 14 May 2005 - 04:28 PM

I don't really know how you can fix that, does he have ATTACK_NEEDS_LINE_OF_SIGHT in KindOf block?

Try this if not, but i'm not sure that's it.
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#3 |EG| Witch-King Riding Shelob

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Posted 14 May 2005 - 08:11 PM

I don't really know how you can fix that, does he have ATTACK_NEEDS_LINE_OF_SIGHT in KindOf block?

Try this if not, but i'm not sure that's it.

<{POST_SNAPBACK}>


It worked! That is a great tip for people having this problem with their archer hero.

Edited by UserMusic, 14 May 2005 - 08:21 PM.

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#4 Grim

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Posted 14 May 2005 - 10:39 PM

Woot! Was not sure about it at all :p Glad it worked ;)

Good luck with your new hero.
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#5 Guest_Ar-Zontar_*

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Posted 16 May 2005 - 12:44 PM

I have the Glorfindel portrait and button image if you want it (pulled from the decipher card game) - with the transparent edges !!

Good question!

#6 Grim

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Posted 16 May 2005 - 01:17 PM

If you can share this, it would be a pleasure to use it :)
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#7 Guest_Ar-Zontar_*

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Posted 16 May 2005 - 07:33 PM

OK, add this code to your heroselecticons.ini

MappedImage HIGlorfindel
Texture = glorfindel-x.tga
TextureWidth = 276
TextureHeight = 206
Coords = Left:104 Top:4 Right:180 Bottom:90
Status = NONE
End

You will then ned to create a HSGlorinfdel.ini (in the heroui group) and put this code in it

MappedImage HPGlorfindel
Texture = glorfindel-portrait.tga
TextureWidth = 194
TextureHeight = 192
Coords = Left:1 Top:1 Right:192 Bottom:190
Status = NONE
End

Then refer to your Glorfindel in his glorfindel.ini file (usually the first couple of lines) and point to those files above - the actual image references are pointed to in each reference above. Place the 2 files into your art\textures directory (I extracted my textures file and moved the source out of the main directory).

find the 2 files here:

www.taacars.ca\bfme\glorfindel-x.tga
www.taacars.ca\bfme\glorfindel-portrait.tga

I don't think I missed any image references (except the one for being revived - changed that as well).

It looks pretty good in game - almost as if it came with it!

I have added modified Word of Power and changes the rate of attack speed too if it's of interest. This is certainly the start of an Elves mod once I add a few more heros (Celeborn, Elladan and Elrohir, Cirdan, Thranduil etc ...)

Hope this helps!

Ar-Zontar

Edited by Ar-Zontar, 16 May 2005 - 07:34 PM.


#8 Grim

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Posted 16 May 2005 - 09:24 PM

Thank you very much, this is a beautiful work.
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#9 Guest_Ar-Zontar_*

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Posted 17 May 2005 - 05:33 PM

Sorry, I forgot to mention you have to add those 2 image files into the asset.dat using the asset builder, in case you hadn't done that yet ....

#10 Grim

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Posted 17 May 2005 - 07:20 PM

Don't forget to save them as DDS too before putting them in the texture folder.
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#11 ched

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Posted 17 May 2005 - 07:33 PM

Don't forget to save them as DDS too before putting them in the texture folder.

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it reads them even if its .tga, .dds is just a compressed format of it :p
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#12 Guest_Ar-Zontar_*

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Posted 18 May 2005 - 01:13 PM

As a side note, I have created button and portrait images for Celeborn as well if anyone wants them ....

#13 Grim

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Posted 18 May 2005 - 03:05 PM

it reads them even if its .tga, .dds is just a compressed format of it :p

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Oh i thought BFME needed them to be compressed in DDS format, forget what i said then :p

Is it the same for model textures? I mean can you put your textures in TGA and they will be read?
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#14 ched

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Posted 18 May 2005 - 03:08 PM

it reads them even if its .tga, .dds is just a compressed format of it :p

<{POST_SNAPBACK}>


Oh i thought BFME needed them to be compressed in DDS format, forget what i said then :p

Is it the same for model textures? I mean can you put your textures in TGA and they will be read?

<{POST_SNAPBACK}>


yes they will be read perfectly well
DDS is just more compressed so if you need space, compress them
Software is like sex; it's better when it's free ~Linus Torvald

#15 Celeglin

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Posted 18 May 2005 - 09:37 PM

As a side note, I have created button and portrait images for Celeborn as well if anyone wants them ....

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I'd take 'em. Celeborn's currently on tmy to-do list lol.

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#16 OrcishHorde

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Posted 20 May 2005 - 03:14 AM

can u attach the pics of celeborn?

#17 Kelso

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Posted 20 May 2005 - 07:07 AM

it reads them even if its .tga, .dds is just a compressed format of it :rolleyes:

<{POST_SNAPBACK}>


Oh i thought BFME needed them to be compressed in DDS format, forget what i said then :grin:

Is it the same for model textures? I mean can you put your textures in TGA and they will be read?

<{POST_SNAPBACK}>


yes they will be read perfectly well
DDS is just more compressed so if you need space, compress them

<{POST_SNAPBACK}>


That is not the only difference. dds creates its own mip-maps. If you save as tga then the game will try and make them for you and it never turns out pretty. I would strongly recommend using dds for that reason alone.
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