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My First Skin


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#1 TokyoBlade

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Posted 24 August 2005 - 12:42 PM

I made a Troll Chieftain, After learning how to UV Unwrap, I just reskined the Attack Troll skin and applied it to the model because all i did was edit some vertices. But I made the sword myself, and UV Unwrapped it and skinned it myself...

Here it is:

Posted Image

What do you think?

Remember, its my first attempt :dry: :D

#2 ched

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Posted 24 August 2005 - 12:44 PM

the model looks good, hope the animations are still relevant :D

maybe you could lighten it a bit, it looks quite dark, although that may change ingame :dry:
Software is like sex; it's better when it's free ~Linus Torvald

#3 Celeglin

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Posted 24 August 2005 - 03:23 PM

Wow, looks great! Especially for your first attempt. Just make sure that next time you have any modelling/skinning to show us, to post it in the proper "Modelling and Skinning Corner" section of the boards (it's in the Modding Corner). Keep it up!

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#4 TokyoBlade

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Posted 24 August 2005 - 03:24 PM

Wow, looks great! Especially for your first attempt. Just make sure that next time you have any modelling/skinning to show us, to post it in the proper "Modelling and Skinning Corner" section of the boards (it's in the Modding Corner). Keep it up!

<{POST_SNAPBACK}>


My mistake :S I didn't know there was a certain section for it. :lol:

Im getting it in game now, I hope that goes well ^^

#5 ched

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Posted 24 August 2005 - 03:31 PM

moved :lol:
Software is like sex; it's better when it's free ~Linus Torvald

#6 TokyoBlade

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Posted 24 August 2005 - 06:13 PM

Shame... I cant get it working in game :(

I made the new hero, but theres a game.dat error at line 609 of trollchieftain.ini

:(

#7 GothmogtheOrc

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Posted 24 August 2005 - 06:56 PM

Post the code in question and we'll help you get it in-game :lol:

Nice model and skin btw.

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#8 TokyoBlade

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Posted 24 August 2005 - 07:44 PM

lol, I followed the 3rd age tutorial on adding heros, then took the information of the troll in evilunits ini and pasted it into my new hero ini :p



;------------------------------------------------------------------------------
;
;    Trollchieftain.ini
;
;------------------------------------------------------------------------------

; aka Troll Chieftain
Object MordorTrollChieftain
 ; *** ART Parameters ***

 ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
    SelectPortrait = HPTroll
    
 ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
    ButtonImage = HPTroll

    Draw = W3DScriptedModelDraw ModuleTag_01_

        OkToChangeModelColor = Yes
      
        StaticModelLODMode = yes; Will append M or L to the skin name depending on GameLOD

;;====================== MODELS ================================================================

        DefaultModelConditionState
            Model               = MUTrllcftn_SKN
            Skeleton            = MUCavTroll_SKL
            ShadowMaxHeight        = 999
      
        End
         
;;=====Animations====     


    IdleAnimationState
        StateName = Idle
        Animation = Breathe
            AnimationName = MuCavTroll_SKL.MuCavTroll_IDLA 
            AnimationMode = ONCE
            AnimationBlendTime = 10
            AnimationPriority = 40
        End
        Animation = BellyScratch
            AnimationName = MuCavTroll_SKL.MuCavTroll_IDLC 
            AnimationMode = ONCE
            AnimationBlendTime = 10
            AnimationPriority = 10
        End
        Animation = RubHead
            AnimationName = MuCavTroll_SKL.MuCavTroll_IDLK 
            AnimationMode = ONCE
            AnimationBlendTime = 10
            AnimationPriority = 10
        End
        Animation = LittleRoar
            AnimationName = MuCavTroll_SKL.MuCavTroll_IDLM 
            AnimationMode = ONCE
            AnimationBlendTime = 10
            AnimationPriority = 3
        End
        Animation = WipeNose
            AnimationName = MuCavTroll_SKL.MuCavTroll_IDLN 
            AnimationMode = ONCE
            AnimationBlendTime = 10
            AnimationPriority = 10
        End
        Flags                        = RESTART_ANIM_WHEN_COMPLETE        
        BeginScript
            Prev = CurDrawablePrevAnimationState()
            if Prev == "Throw"    then CurDrawableSetTransitionAnimState("Trans_Throwing_To_Ready") return end    
        EndScript
    End

 ; Splatted death goes first, independant of death flags
    ModelConditionState    = DYING DECAY SPLATTED
        Model                = MUCavTroll_DISA
        RetainSubObjects = Yes
    End;

    AnimationState         = DYING DECAY SPLATTED 
        Animation            = dead1
            AnimationName       = MUCavTroll_DISA.MUCavTroll_DISA
            AnimationMode      = ONCE
        End
    End

    ModelConditionState    = DYING DECAY DEATH_1
        Model                = MUCavTroll_DISB
        RetainSubObjects = Yes
    End;

    AnimationState         = DYING DECAY DEATH_1 
        Animation            = dead1
            AnimationName       = MUCavTroll_DISB.MUCavTroll_DISB
            AnimationMode      = ONCE
        End
    End

    ModelConditionState    = DYING DECAY DEATH_2
        Model                = MUCavTroll_DISC
        RetainSubObjects = Yes
    End;

    AnimationState         = DYING DECAY DEATH_2 
        Animation            = dead1
            AnimationName       = MUCavTroll_DISC.MUCavTroll_DISC
            AnimationMode      = ONCE
        End
    End

 ; Flailing must go before dying in case we are dead in the air
    AnimationState = STUNNED_FLAILING
        Animation
            AnimationName = MuCavTroll_SKL.MuCavTroll_FLYA
            AnimationMode = LOOP
        End
    End

 ;;; DYING ANIMATIONS;;;    
    AnimationState = DYING SPLATTED
        Animation
            AnimationName = MuCavTroll_SKL.MuCavTroll_LNDA
            AnimationMode = ONCE
        End
    End

    AnimationState = DYING DEATH_1
        Animation
            AnimationName = MuCavTroll_SKL.MuCavTroll_DIEB
            AnimationMode = ONCE
        End

            ParticleSysBone = B_PELVIS TrollSplatDust
            ParticleSysBone = BAT_HEAD TrollSplatDust
    End

    AnimationState = DYING DEATH_2
        Animation
            AnimationName = MuCavTroll_SKL.MuCavTroll_DIEC
            AnimationMode = ONCE
        End

            ParticleSysBone = BAT_SPINE1 TrollSplatDust1
            ParticleSysBone = BAT_HEAD TrollSplatDust1
    End

    AnimationState = DYING
        Animation
            AnimationName     =  MuCavTroll_SKL.MuCavTroll_DIEC
            AnimationMode     = ONCE
        End
    End
            
    AnimationState                = STUNNED_STANDING_UP
        Animation                = MuCavTroll_GTPA
            AnimationName        = MuCavTroll_SKL.MuCavTroll_GTPA
            AnimationMode        = ONCE
        End
    End    

    AnimationState                = STUNNED
        Animation
            AnimationName = MuCavTroll_SKL.MuCavTroll_LNDA
            AnimationMode = ONCE
        End
        ParticleSysBone = B_PELVIS TrollSplatDust2
        ParticleSysBone = BAT_HEAD TrollSplatDust2
    End
    
 ;;; PASSENGER OF SIEGE TOWER ANIMS;;;
    AnimationState = PASSENGER MOVING BACKING_UP; pulling the seige tower or grond
            Animation = Passenger_moving
            AnimationName = MuCavTroll_SKL.MuCavTroll_PSHA; MuCavTroll_PSHA
            AnimationMode = LOOP_BACKWARDS
            AnimationSpeedFactorRange = 2.0 2.0
        End
        Flags = RANDOMSTART
    End

    AnimationState = PASSENGER MOVING; pushing the seige tower
            Animation = Passenger_moving
            AnimationName = MuCavTroll_SKL.MuCavTroll_PSHA
            AnimationMode = LOOP
            AnimationSpeedFactorRange = 1.5 1.5
        End
        Flags = RANDOMSTART
    End

    AnimationState = PASSENGER; idling by the grond
        Animation = Passenger
            AnimationName = MuCavTroll_SKL.MuCavTroll_IDLD
            AnimationMode = LOOP
            AnimationBlendTime = 15
        End
        Flags = RANDOMSTART
    End

 ;--- bop our friends on the head
    AnimationState = SPECIAL_WEAPON_ONE
        Animation = Punch
            AnimationName = MuCavTroll_SKL.MuCavTroll_ATKF
            AnimationMode = ONCE
        End
        Animation = Backhand
            AnimationName = MuCavTroll_SKL.MuCavTroll_ATKG
            AnimationMode = ONCE
        End            
    End
                
 ;--Troll is angry
    AnimationState = WEAPONSET_RAMPAGE
        Animation = GetMad
                AnimationName = MuCavTroll_SKL.MuCavTroll_RPGC
                AnimationMode = LOOP
            End
        End

 ; --------- With Club ------------

    AnimationState = FIRING_OR_PREATTACK_A WEAPONSTATE_ONE
;        Animation
;         ; Taking this one out since it doesn't work with the logic of the attack, which is a 180 knockback (this one is vertical clubbing, could be used as anti-monster anim, not anti bunch of inf)
;            AnimationName = MuCavTroll_SKL.MuCavTroll_ATKB
;            AnimationMode = ONCE
;            UseWeaponTiming        = Yes
;        End
        Animation
            AnimationName = MuCavTroll_SKL.MuCavTroll_ATKC
            AnimationMode = ONCE
            UseWeaponTiming        = Yes
        End
        Animation
            AnimationName = MuCavTroll_SKL.MuCavTroll_ATKD
            AnimationMode = ONCE
            UseWeaponTiming        = Yes
        End
    End


    AnimationState = TURN_LEFT WEAPONSTATE_ONE
        Animation = Moving
            AnimationName = MuCavTroll_SKL.MuCavTroll_TRNL
            AnimationMode = LOOP
            AnimationBlendTime = 10
        End
        ParticleSysBone = None InfantryDustTrails
        BeginScript; Here since normal Packing state can be skipped with a fast click.
            CurDrawableShowSubObjectPermanently("Trunk01")
        EndScript
    End

    AnimationState = TURN_RIGHT WEAPONSTATE_ONE
        Animation = Moving
            AnimationName = MuCavTroll_SKL.MuCavTroll_TRNR
            AnimationMode = LOOP
            AnimationBlendTime = 10
        End
        ParticleSysBone = None InfantryDustTrails
        BeginScript; Here since normal Packing state can be skipped with a fast click.
            CurDrawableShowSubObjectPermanently("Trunk01")
        EndScript
    End

        AnimationState = MOVING WEAPONSTATE_ONE ATTACKING
            Animation
                AnimationName = MuCavTroll_SKL.MuCavTroll_RUNA; Running with club
                AnimationMode = LOOP
                AnimationSpeedFactorRange = 0.77 0.77
            End
            Flags               = RANDOMSTART
            ParticleSysBone     = None InfantryDustTrails
            FXEvent    = Frame:5 Name:FX_TrollRightFootStep
            FXEvent    = Frame:18 Name:FX_TrollLeftFootStep
        End

        AnimationState = MOVING WEAPONSTATE_ONE DAMAGED
            Animation
    AnimationName = MuCavTroll_SKL.MuCavTroll_WLKB; Walking with club
        AnimationMode = LOOP
            AnimationSpeedFactorRange = 1.3 1.3
        End
        Flags               = RANDOMSTART
        ParticleSysBone     = None InfantryDustTrails
        FXEvent    = Frame:0 Name:FX_TrollRightFootStep
        FXEvent    = Frame:20 Name:FX_TrollLeftFootStep
    End

        AnimationState = MOVING WEAPONSTATE_ONE
            Animation
                      AnimationName = MuCavTroll_SKL.MuCavTroll_WLKD; Walking with club 
                    AnimationMode = LOOP
                      AnimationSpeedFactorRange = 1.36 1.36
            End
            Flags               = RANDOMSTART
            ParticleSysBone     = None InfantryDustTrails
            FXEvent    = Frame:0 Name:FX_TrollRightFootStep
            FXEvent    = Frame:23 Name:FX_TrollLeftFootStep


        BeginScript; Here since normal Packing state can be skipped with a fast click.
            CurDrawableShowSubObjectPermanently("Trunk01")
        EndScript
    End

    AnimationState = FIRING_OR_PREATTACK_A WEAPONSTATE_ONE
;        Animation
;         ; Taking this one out since it doesn't work with the logic of the attack, which is a 180 knockback (this one is vertical clubbing, could be used as anti-monster anim, not anti bunch of inf)
;            AnimationName = MuCavTroll_SKL.MuCavTroll_ATKB
;            AnimationMode = ONCE
;            UseWeaponTiming        = Yes
;        End
        Animation
            AnimationName = MuCavTroll_SKL.MuCavTroll_ATKC
            AnimationMode = ONCE
            UseWeaponTiming        = Yes
        End
        Animation
            AnimationName = MuCavTroll_SKL.MuCavTroll_ATKD
            AnimationMode = ONCE
            UseWeaponTiming        = Yes
        End
    End

    AnimationState = PREPARING WEAPONSTATE_ONE
            Animation
                AnimationName = MuCavTroll_SKL.MuCavTroll_GRBC
                AnimationMode = ONCE
            End
        End

    AnimationState = PACKING WEAPONSTATE_ONE
        Animation
            AnimationName = MuCavTroll_SKL.MuCavTroll_GRBD
            AnimationMode = ONCE
        End
        BeginScript 
            CurDrawableShowSubObjectPermanently("Trunk01")
        EndScript
    End

    AnimationState = EMOTION_CELEBRATING WEAPONSTATE_ONE
        Animation = DeepRoar
            AnimationName    =    MuCavTroll_SKL.MuCavTroll_IDLF
            AnimationMode    =    LOOP
        End
    End

     AnimationState = USER_2 WEAPONSTATE_ONE
         Animation = ReactToTrollPoke; The two comes from the special TrollBored weapon
             AnimationName = MuCavTroll_SKL.MuCavTroll_HITD
             AnimationMode = ONCE
         End
     End
 
    AnimationState = WEAPONSTATE_ONE ;Idle with club
        Animation = BreathWithClub
            AnimationName = MuCavTroll_SKL.MuCavTroll_IDLB
            AnimationMode = ONCE
            AnimationPriority = 30
            AnimationSpeedFactorRange = 0.8 1.0
        End
        Animation = BreathWithClub
            AnimationName = MuCavTroll_SKL.MuCavTroll_IDLB
            AnimationMode = ONCE
            AnimationPriority = 30
            AnimationSpeedFactorRange = 0.8 1.0
        End
        Animation = RoarAndThumpClub
            AnimationName = MuCavTroll_SKL.MuCavTroll_IDLE  
            AnimationMode = ONCE
            AnimationPriority = 5
            AnimationBlendTime = 3
        End
        Animation = ScratchButt
            AnimationName = MuCavTroll_SKL.MuCavTroll_IDLG  
            AnimationMode = ONCE
            AnimationPriority = 2
            AnimationBlendTime = 3
        End
        Flags = RESTART_ANIM_WHEN_COMPLETE
        BeginScript; Here since normal Packing state can be skipped with a fast click.
            CurDrawableShowSubObjectPermanently("Trunk01")
        EndScript
    End

; --------- With Rock or Infantry ------------

    AnimationState = MOVING WEAPONSTATE_TWO ATTACKING
        Animation
            AnimationName = MuCavTroll_SKL.MuCavTroll_RUNA 
            AnimationMode = LOOP
            AnimationSpeedFactorRange = 0.77 0.77
        End
        Flags = RANDOMSTART
        ParticleSysBone = None InfantryDustTrails
            FXEvent    = Frame:5 Name:FX_TrollRightFootStep
            FXEvent    = Frame:18 Name:FX_TrollLeftFootStep
    End

    AnimationState = MOVING WEAPONSTATE_TWO DAMAGED
        Animation
            AnimationName = MuCavTroll_SKL.MuCavTroll_WLKB 
            AnimationMode = LOOP
            AnimationSpeedFactorRange = 1.3 1.3
        End
        Flags = RANDOMSTART
        ParticleSysBone = None InfantryDustTrails
        FXEvent    = Frame:0 Name:FX_TrollRightFootStep
        FXEvent    = Frame:20 Name:FX_TrollLeftFootStep
    End

    AnimationState = MOVING WEAPONSTATE_TWO
        Animation
            AnimationName = MuCavTroll_SKL.MuCavTroll_WLKA 
            AnimationMode = LOOP
            AnimationSpeedFactorRange = 1.36 1.36
        End
        Flags = RANDOMSTART
        ParticleSysBone = None InfantryDustTrails
            FXEvent    = Frame:0 Name:FX_TrollRightFootStep
            FXEvent    = Frame:16 Name:FX_TrollLeftFootStep
    End

    AnimationState = FIRING_OR_PREATTACK_A USING_WEAPON_A
        Animation
            AnimationName = MuCavTroll_SKL.MuCavTroll_THRA
            AnimationMode = ONCE
            UseWeaponTiming = Yes
            AnimationBlendTime = 0
        End
        FrameForPristineBonePositions = 16
        StateName = Throw
    End
    
    AnimationState = FIRING_OR_PREATTACK_A WEAPONSTATE_TWO
        Animation
            AnimationName = MuCavTroll_SKL.MuCavTroll_THRA
            AnimationMode = ONCE
            UseWeaponTiming = Yes
            AnimationBlendTime = 0
        End
        FrameForPristineBonePositions = 21
        StateName = Throw
    End
    
    AnimationState = FIRING_OR_PREATTACK_B WEAPONSTATE_TWO
        Animation
            AnimationName = MuCavTroll_SKL.MuCavTroll_THRA
            AnimationMode = ONCE
            UseWeaponTiming = Yes
            AnimationBlendTime = 0
        End
        FrameForPristineBonePositions = 21
        StateName = Throw
    End

    AnimationState = PACKING WEAPONSTATE_TWO
        Animation
            AnimationName = MuCavTroll_SKL.MuCavTroll_GRBB
            AnimationMode = ONCE
        End
        ParticleSysBone    = BAT_HANDR TrollRockBounceSmall FollowBone:no
        ParticleSysBone    = BAT_HANDR TrollRockPickup FollowBone:no
    End

 ;Building attack, which you can do with a rock in yo hand
    AnimationState = FIRING_OR_PREATTACK_C WEAPONSTATE_TWO
        Animation
            AnimationName = MuCavTroll_SKL.MuCavTroll_ATKJ
            AnimationMode = ONCE
            UseWeaponTiming        = Yes
        End
    End

    AnimationState = TURN_LEFT WEAPONSTATE_TWO
        Animation = Moving
            AnimationName = MUCavTroll_SKL.MUCavTroll_TRNL
            AnimationMode = LOOP
            AnimationBlendTime = 10
        End
        ParticleSysBone = None InfantryDustTrails
    End

    AnimationState = TURN_RIGHT WEAPONSTATE_TWO
        Animation = Moving
            AnimationName = MUCavTroll_SKL.MUCavTroll_TRNR
            AnimationMode = LOOP
            AnimationBlendTime = 10
        End
        ParticleSysBone = None InfantryDustTrails
    End

     AnimationState = USER_2 WEAPONSTATE_TWO
         Animation = ReactToTrollPoke; The two comes from the special TrollBored weapon
             AnimationName = MuCavTroll_SKL.MuCavTroll_HITD
             AnimationMode = ONCE
         End
     End
 
    AnimationState = WEAPONSTATE_TWO
        Animation = BreatheWithRock
            AnimationName = MuCavTroll_SKL.MuCavTroll_IDLB
            AnimationMode = LOOP
            AnimationSpeedFactorRange = 0.8 1.0
        End
        Animation = ScratchButt
            AnimationName = MuCavTroll_SKL.MuCavTroll_IDLG  
            AnimationMode = ONCE
            AnimationPriority = 1
            AnimationBlendTime = 3
        End
        Flags = RESTART_ANIM_WHEN_COMPLETE
    End

 ; --------- With Bare Hands ------------
    AnimationState = UNPACKING
        Animation
            AnimationName = MuCavTroll_SKL.MuCavTroll_GRBA
            AnimationMode = ONCE
        End
    End

    AnimationState = TURN_LEFT
        Animation = Moving
            AnimationName = MuCavTroll_SKL.MuCavTroll_TRNL
            AnimationMode = LOOP
            AnimationBlendTime = 10
        End
        ParticleSysBone = None InfantryDustTrails
    End

    AnimationState = TURN_RIGHT
        Animation = Moving
            AnimationName = MuCavTroll_SKL.MuCavTroll_TRNR
            AnimationMode = LOOP
            AnimationBlendTime = 10
        End
        ParticleSysBone = None InfantryDustTrails
    End

    AnimationState = MOVING ATTACKING
        Animation = Charging
            AnimationName = MuCavTroll_SKL.MuCavTroll_RUNB
            AnimationMode = LOOP
            AnimationSpeedFactorRange = 0.8 0.8
        End
        Flags = RANDOMSTART
        ParticleSysBone = None InfantryDustTrails
            FXEvent    = Frame:5 Name:FX_TrollRightFootStep
            FXEvent    = Frame:18 Name:FX_TrollLeftFootStep
    End

 ; Normal fist attacks
    AnimationState = FIRING_OR_PREATTACK_B
        Animation
            AnimationName = MuCavTroll_SKL.MuCavTroll_ATKA
            AnimationMode = ONCE
            UseWeaponTiming        = Yes
        End
        Animation
            AnimationName = MuCavTroll_SKL.MuCavTroll_ATKE
            AnimationMode = ONCE
            UseWeaponTiming        = Yes
        End
    End

 ;Building attack
    AnimationState = FIRING_OR_PREATTACK_C
        Animation
            AnimationName = MuCavTroll_SKL.MuCavTroll_ATKJ
            AnimationMode = ONCE
            UseWeaponTiming        = Yes
        End
    End
        
    AnimationState                = MOVING PANICKING
        Animation                = RUNM
            AnimationName        =  MuCavTroll_SKL.MuCavTroll_MFDA
            AnimationMode        = LOOP
        End
        Flags                    = RANDOMSTART
    End
    
    AnimationState = MOVING DAMAGED
        Animation = Moving_Damaged
            AnimationName = MuCavTroll_SKL.MuCavTroll_WLKB
            AnimationMode = LOOP
        End
        Flags = RANDOMSTART
        ParticleSysBone = None InfantryDustTrails
        FXEvent    = Frame:0 Name:FX_TrollRightFootStep
        FXEvent    = Frame:20 Name:FX_TrollLeftFootStep
    End

    AnimationState = MOVING
        Animation = Moving
            AnimationName = MuCavTroll_SKL.MuCavTroll_WLKB
            AnimationMode = LOOP
            AnimationBlendTime = 10
        End
        Flags = RANDOMSTART
        ParticleSysBone = None InfantryDustTrails
        FXEvent    = Frame:0 Name:FX_TrollRightFootStep
        FXEvent    = Frame:20 Name:FX_TrollLeftFootStep
    End
    
 ; ***DESIGN parameters ***
    Side = Mordor
    EditorSorting       = MONSTER
    ThreatLevel         = 5.0
    ThingClass          = CHARACTER_UNIT
  BuildCost           = TROLLCHIEFTAIN_BUILDCOST                
  BuildTime           = TROLLCHIEFTAIN_BUILDTIME                
    TransportSlotCount = 10
    WeaponSet
        Conditions = None 
        Weapon                = PRIMARY    MordorCaveTrollClubSwing
     
    End

    ArmorSet
        Conditions      = None
        Armor           = TrollHeavyArmor
        DamageFX        = NormalDamageFX
    End
    VisionRange = VISION_HERO_RANGED
    ShroudClearingRange = SHROUD_CLEAR_RANGED_HERO
    BountyValue = MORDOR_TROLLCHIEFTAIN_BOUNTY_VALUE
    DisplayName = OBJECT:MordorTrollChieftain
    RecruitText            = CONTROLBAR:MordorTrollChieftainRecruit
    ReviveText            = CONTROLBAR:MordorTrollChieftainRevive
    Hotkey                = CONTROLBAR:MordorTrollChieftainHotkey
    CrushableLevel = 2;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
    
    CommandSet = MordorTrollChieftainCommandSet
    CommandPoints = 0
    
    DisplayDamage = TROLLCHIEFTAIN_DAMAGE;
    

    HeroSortOrder = 30


 ; *** AUDIO Parameters ***;

    
    VoiceAttack                = TrollVoiceAttack
    VoiceAttackCharge            = TrollVoiceAttackCharge
    VoiceAttackStructure        = TrollVoiceAttack         
    VoiceAttackMachine        = TrollVoiceAttack        
 ;VoiceCreated             = TrollVoiceAttack        
    VoiceFear                 = TrollVoiceAttack
    VoiceMove                 = TrollVoiceMove
    VoiceMoveToCamp             = TrollVoiceAttack
    VoiceMoveWhileAttacking        = TrollVoiceAttack
    VoicePriority             = 68
    VoiceRetreatToCastle        = TrollVoiceMove        
    VoiceSelect             = TrollVoiceSelect
    VoiceSelect2            = TrollVoiceSelect
    VoiceSelectBattle         = TrollVoiceSelect
    VoiceGuard                = TrollVoiceMove

 ;SoundImpact            = ImpactHorse         ;TrollDie

 ;UnitSpecificSounds
   ;    VoiceGarrison            = NoSound
   ;End

    EvaEventDamagedOwner        = UnitUnderAttack      ;Eva event to trigger when unit is damaged

    Behavior = LargeGroupAudioUpdate ModuleTag_LGAU     ;Tie into LargeGroupAudio system
          Key = Troll
     ;UnitWeight = 2; Trollsie counts as 2 infantry when computing group size
    End

    ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
        MaxUpdateRangeCap = 800
        AnimationSound = Sound:TrollBodyfall        Animation:MuCavTroll_SKL.MuCavTroll_DIEB    Frames:29
        AnimationSound = Sound:TrollBodyfall        Animation:MuCavTroll_SKL.MuCavTroll_DIEC    Frames:85

        AnimationSound = Sound:SiegeTowerTrollFootstep    Animation:MuCavTroll_SKL.MuCavTroll_PSHA    Frames:20 22 43 45
        AnimationSound = Sound:SiegeTowerTrollFootstep    Animation:MuCavTroll_SKL.MuCavTroll_STNL    Frames:19 21 41 43
        AnimationSound = Sound:SiegeTowerTrollFootstep    Animation:MuCavTroll_SKL.MuCavTroll_STNR    Frames:19 21 41 43
    End 
 


     
   
   

   

 

 

;------------------------------------------------------------------------------

; *** ART Parameters ***

    ButtonImage        = HPTroll
    SelectPortrait    = HPTroll

  Draw = W3DScriptedModelDraw ModuleTag_01
        
    OkToChangeModelColor = Yes
        
    ExtraPublicBone = Trunk
    ShowShadowWhileContained = Yes

    StaticModelLODMode = yes; Will append M or L to the skin name depending on GameLOD

 ; *** ENGINEERING Parameters ***

    RadarPriority = UNIT
    KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT ARMY_SUMMARY ATTACK_NEEDS_LINE_OF_SIGHT
    PathfindDiameter = 40.0
    
    Body = RespawnBody ModuleTag_RespawnBody
        CheerRadius             = EMOTION_CHEER_RADIUS
        MaxHealth                 = TROLLCHIEFTAIN_HEALTH 
        PermanentlyKilledByFilter    = NONE     ;Who kills me permanently?
           DodgePercent              = HERO_DODGE_PERCENT
    End
    Behavior = RespawnUpdate ModuleTag_RespawnUpdate
        DeathAnim                = DYING             ;Model condition to play when killed-to-respawn
        DeathFX                = FX_LegolasDieToRespawn ;FXList to play when killed-to-respawn
        DeathAnimationTime        = 3000             ;How long DeathAnim will take.
        InitialSpawnFX            = FX_LegolasInitialSpawn
        RespawnAnim                = LEVELED             ;Animation to play when respawning.
        RespawnFX                = FX_LegolasRespawn     ;FXList to play when respawning.
        RespawnAnimationTime        = 2000             ;Time it takes for respawn to play.
        AutoRespawnAtObjectFilter    = NONE +CASTLE_KEEP     ;Respawn at this location -- and at it's exit production point if possible.
        ButtonImage                = HPTroll
        
     ;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others
     ;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any
        RespawnRules =            AutoSpawn:No    Cost:1200        Time:TROLLCHIEFTAIN_RESPAWN_TIME    Health:100%     ;DEFAULT VALUES
        RespawnEntry =    Level:2                Cost:1400        Time:TROLLCHIEFTAIN_RESPAWN_TIME ;For other levels, only override what is different.
        RespawnEntry =    Level:3                Cost:1600        Time:TROLLCHIEFTAIN_RESPAWN_TIME    
        RespawnEntry =    Level:4                Cost:1800        Time:TROLLCHIEFTAIN_RESPAWN_TIME    
        RespawnEntry =    Level:5               Cost:2000        Time:TROLLCHIEFTAIN_RESPAWN_TIME    
        RespawnEntry =    Level:6                Cost:2100        Time:TROLLCHIEFTAIN_RESPAWN_TIME    
        RespawnEntry =    Level:7                Cost:2200        Time:TROLLCHIEFTAIN_RESPAWN_TIME    
        RespawnEntry =    Level:8                Cost:2300        Time:TROLLCHIEFTAIN_RESPAWN_TIME    
        RespawnEntry =    Level:9                Cost:2400        Time:TROLLCHIEFTAIN_RESPAWN_TIME    
        RespawnEntry =    Level:10            Cost:2500        Time:TROLLCHIEFTAIN_RESPAWN_TIME    
    End

  
    
     Behavior = AIUpdateInterface ModuleTag_03
        AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
        AILuaEventsList = TrollFunctions
    End

     LocomotorSet
        Locomotor = TrollLocomotor
        Condition = SET_NORMAL 
        Speed     = 33
    End
    
    Behavior = AttributeModifierAuraUpdate ModuleTag_HeroRadiateFear
        StartsActive    = Yes;If no, requires upgrade to turn on.
        BonusName        = HeroRadiateFear
        TriggeredBy        = Upgrade_HeroRadiateFear
        RefreshDelay    = 2000
        Range            = 200
        TargetEnemy        = Yes
        ObjectFilter    = ANY +ORC
    End    
    
    Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
    End        

  Behavior = PhysicsBehavior ModuleTag_04
        GravityMult = 0.0;1.0
    End
    
    Behavior = SlowDeathBehavior ModuleTag_05
        DeathTypes = ALL -KNOCKBACK
        SinkDelay = 3000
        SinkRate = 0.40  ; in Dist/Sec
        DestructionDelay = 8000
        Sound = INITIAL ElvenWarriorVoiceDie
    End
    
    Behavior = SquishCollide ModuleTag_06
     ;nothing
    End
    
   Behavior = SlowDeathBehavior ModuleTag_50
        DeathTypes = ALL
        DestructionDelay = 35000
        DecayBeginTime = 3000
        SinkDelay = 10000
        SinkRate = 0.64  ; in Dist/Sec
        Sound = INITIAL TrollDie
        ProbabilityModifier = 50
        DeathFlags   = DEATH_1; Tell model which death animation to play. Sets BOTH model condition and object status bits.
    End



  Behavior = SlowDeathBehavior ModuleTag_51
        DeathTypes = ALL
        DestructionDelay = 35000
        DecayBeginTime = 3000
        SinkDelay = 10000
        SinkRate = 0.64  ; in Dist/Sec
        Sound = INITIAL TrollDie
        ProbabilityModifier = 50
        DeathFlags   = DEATH_2; Tell model which death animation to play. Sets BOTH model condition and object status bits.
    End

      Behavior = BezierProjectileBehavior ModuleTag_08
        FirstHeight = 50
         SecondHeight = 20
        FirstPercentIndent = 20%
        SecondPercentIndent = 70%
        TumbleRandomly = Yes
        CrushStyle = Yes
        BounceCount = 0
        FinalStuckTime = 1200
        GroundHitFX = FX_ThrownRockGroundHit
        PreLandingStateTime = 75
      End

 
    
    Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
        HitReactionLifeTimer1 = 1993; level 1 (light  damage)  hit reaction animations in ms
        HitReactionLifeTimer2 = 1993; level 2 (medium damage)  hit reaction animations in ms
        HitReactionLifeTimer3 = 1993; level 3 (heavy  damage)  hit reaction animations in ms

        HitReactionThreshold1 = 5.0; level 1 (light  damage) threshold trigger
        HitReactionThreshold2 = 25.0; level 2 (medium damage) threshold trigger
        HitReactionThreshold3 = 50.0; level 3 (heavy  damage) threshold trigger

        FastHitsResetReaction = Yes ;If set -- when hits occur faster than the reaction animations, it will reset the animation. (like getting riddled with machine gun bullets)
    End

    Behavior = ExperienceLevelCreate ModuleTag_MPLevelBonus
        LevelToGrant = 1
        MPOnly = Yes
    End

    Geometry = CYLINDER
    GeometryMajorRadius = 10
    GeometryHeight = 20
    GeometryIsSmall = No
    Shadow                = SHADOW_VOLUME
End


I did the commandset, playertemplate and experience levels... No problems there, just in this ini ^^

I know, im rubbish at adding heroes :lol:


Count the mistakes :p

Edited by TokyoBlade, 24 August 2005 - 07:46 PM.


#9 ched

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Posted 24 August 2005 - 08:00 PM

I can already see some Art Parameters twice, try removing some so these are unique

Try and add MONSTER in the KindOf (not sure it ll have any effect )

The KindOf also contains THROWN_OBJECT which looks weird :lol:, unless you intend to put the bastard in a catapult :p

Edited by ched, 24 August 2005 - 08:04 PM.

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#10 TokyoBlade

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Posted 24 August 2005 - 08:15 PM

I edited what you said, and i got the exact same error as last time:

Posted Image

#11 ched

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Posted 24 August 2005 - 08:18 PM

try adding another End just before the Design Parameters
Software is like sex; it's better when it's free ~Linus Torvald

#12 {IP}Gil-Galad

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Posted 24 August 2005 - 08:49 PM

yeah thats the problem :lol:

#13 TokyoBlade

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Posted 24 August 2005 - 09:21 PM

That worked :p

But now it errors at the line

VoiceAttack = TrollVoiceAttack

:lol:

#14 ched

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Posted 24 August 2005 - 09:26 PM

CommandSet = MordorTrollChieftainCommandSet
   CommandPoints = 0
   
   DisplayDamage = TROLLCHIEFTAIN_DAMAGE;
   

   HeroSortOrder = 30

End

another missing End :lol:

Edited by ched, 24 August 2005 - 09:29 PM.

Software is like sex; it's better when it's free ~Linus Torvald

#15 TokyoBlade

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Posted 24 August 2005 - 09:28 PM

Unkown Block 'Voice Attack' is what it says

#16 TokyoBlade

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Posted 24 August 2005 - 10:13 PM

ok... Got it working (Finally) But now there's a new problem :S



The model does not show up in game :/ The DDS is there, and theres a tga of it too...

:/ Another problem... will they ever end? :lol:

#17 GothmogtheOrc

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Posted 24 August 2005 - 10:15 PM

EDIT: I just saw your new post... you solved it.

If your new model isn't showing up in-game then you need to add it to the asset.dat file.

Here is a short tutorial I wrote on how to use the AssetBuilder to add new models and skins in-game: Asset Builder Tutorial

-GothmogtheOrc

Edited by GothmogtheOrc, 24 August 2005 - 10:17 PM.

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#18 TokyoBlade

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Posted 24 August 2005 - 10:21 PM

*bangs head on desk*

No wonder... I put the skins in the asset but i forgot to do the model too :/

#19 TokyoBlade

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Posted 24 August 2005 - 10:34 PM

lol, well he appears in game but there is STILL a problem...


He doesn't animate :/ I exported him with the right skeleton and everything but he doesn't animate :lol:

#20 GothmogtheOrc

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Posted 24 August 2005 - 10:36 PM

And you gave him the right animation codes right?

If so, that is odd...

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