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#1 TKelly

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Posted 31 December 2005 - 06:53 PM

You know how when you select your whole army, usually composed of more than one type of unit, it has a seperate palantir portrait for all of them. I have a new faction, how would I make it so that instead of having an image that says "Lots of Guys" It has one that i can choose?

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#2 Mathijs

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Posted 31 December 2005 - 07:10 PM

Uh I am a INI code n00b but.. don't you just find the location of that image and replace it with your own?

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#3 TKelly

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Posted 31 December 2005 - 07:29 PM

No, as the image it is using is a universal one, a default one for the factions that dont have one. But Mordor has its own, gondor has its own, etc
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#4 Celeglin

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Posted 31 December 2005 - 08:36 PM

I'd like to know this too... Just incase I decide I need a second new faction or something of the like (I currently have just done what Matias suggested).

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#5 GothmogtheOrc

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Posted 31 December 2005 - 10:42 PM

Is this one of the pictures that you're referring to?

[attachment=7940:attachment]

If so, it's titled "UPGondor_Army" and is referenced in "GondorHordes.ini" on all the combo hordes such as Fighter-Archer, Fighter-Knight, and Knight-Archer.

Hope that helps,
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Edited by GothmogtheOrc, 31 December 2005 - 10:43 PM.

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#6 TKelly

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Posted 01 January 2006 - 01:02 AM

Yes, that one, would that make it work, by making it for the combo hordes? wouldnt that just make it the portrait for those hordes?

Also, i was thinking you could make it UPElves_Army, would that work?

Also, is there any mods that have done this?
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#7 GothmogtheOrc

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Posted 01 January 2006 - 01:07 AM

Yes, that one, would that make it work, by making it for the combo hordes? wouldnt that just make it the portrait for those hordes?

I honestly don't know if it uses those for the entire army or just the combo hordes, but it looks like it might.

Also, i was thinking you could make it UPElves_Army, would that work?

If the game uses those images for the entire army then it should work... all you'd have to do is add the new image and refrence it the same way that EA did with the Gondor army one.

Also, is there any mods that have done this?

Not that I know of.

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Edited by GothmogtheOrc, 01 January 2006 - 01:09 AM.

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#8 TKelly

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Posted 01 January 2006 - 11:52 PM

Ok in bfme2 there is a code in playertemplate.ini

MultiSelectionPortrait  = UPGoblinArmy

But this is not in bfme1, any thoughts?
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#9 Joe

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Posted 01 January 2006 - 11:55 PM

try it and see
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#10 ched

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Posted 02 January 2006 - 12:06 AM

doesn't work AFAIK
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#11 Hostile

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Posted 03 January 2006 - 11:17 PM

I'll solve this one when I get my comp back....

#12 Celeglin

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Posted 03 January 2006 - 11:48 PM

I'm shocked that no one already knew this one... There are so many multi-faction mods out there... Hopefully we'll get it soon.

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#13 ched

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Posted 03 January 2006 - 11:57 PM

what's weird is that the only use of the Multiple image stuff is in the MappedImages folder, it's never used anywhere else in the code.
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#14 Celeglin

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Posted 04 January 2006 - 12:04 AM

Do you reckon it's hard coded then?

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#15 ched

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Posted 04 January 2006 - 12:21 AM

I'm afraid that this is hardcoded indeed

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#16 TKelly

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Posted 04 January 2006 - 01:09 AM

Poopy, i guess that the only other solution is to use the other file hsmultiple_001.dds, and edit it to fit whatever mod we are making

Wait, couldnt we use a texture upgrade that the faction comes w/ an upgrade that causes that image to change?

Such as in playertemplate.ini under starting upgrades, it has like upgrade_GoblinPortrait

and then somewhere else, I dont know where to put this, maybe in civilianbuildings.ini somewhere

   Behavior = SubObjectsUpgrade PalantirPortrait_Upgrade
        TriggeredBy        = Upgrade_GoblinPortrait
        UpgradeTexture    = HSMultiple_001.tga 0 HSGoblinMultiple.tga
    End
    Behavior = SubObjectsUpgrade PalantirPortrait_Upgrade
        TriggeredBy        = Upgrade_ElvenPortrait
        UpgradeTexture    = HSMultiple_001.tga 0 HSElvesMultiple.tga
    End

And so on and so forth

Edited by TKelly, 04 January 2006 - 01:15 AM.

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#17 ched

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Posted 04 January 2006 - 02:17 AM

that's a behavior, so it needs to be under an object's code.

I have no idea where you could place such code for each faction
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#18 TKelly

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Posted 04 January 2006 - 02:54 AM

What about map scripting, could there be a script like

IF *Upgrade_GoblinFaction* is present, THEN change *HSMultiple_001.tga* to *HSGoblin.tga*

?


EDIT: I talked to {ip}BlackShadow, Gil-Galad, and MountainHiker16 and they all said there currently wasnt a script that could do this, but {ip}BlackShadow said that Pacers from MEC claims to have made a new script w/ Visual Basic, and imported it into worldbuilder. So i e-mailed him with this thought a few minutes ago

Edited by TKelly, 04 January 2006 - 03:23 AM.

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#19 Kelso

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Posted 05 January 2006 - 09:06 AM

I can indeed confirm that army portraits are hardcoded to certain blocks of code within mappedimages\aptimages\unitportraits.ini

What we did for Rise of Rome was simply change this block of code to reference a new image that we created.
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#20 ElvLord

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Posted 06 July 2009 - 04:24 PM

No one has found a solution to the problem? :p
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