Nazgûls "Special Extended Edition"
#301
Posted 08 February 2007 - 02:59 PM
About Galadriel. Basically what I meant to say was, that you could take a normal hero, swap their audio/anims with Galadriel's and effectively get a Galadriel hero. Although that is a lot harder than the method I use.
#302
Posted 09 February 2007 - 01:25 AM
This is supposed to be a modding forum and as such this is a place that's likely to have longer posts than most, unless one wants inaccuracy and mistakes through lack of information. However I do try and paragraph my posts so it's easier (I hope) to read, or skip, the relevant parts of my posts.
Nazgul thanks for the offer for me to be one of the first to try your mod...I look forward to it.
I don't think it's an effects error with the Witch King thing...it's more a case of the power doesn't work altogether. In the case of my Blade of Purity mod for Celeborn it still functions, it's just the aura thing that doesn't work...all the other effect/damage and stuff still does it's thing. I've seen this happen to other powers before but with more obvious results of the effect on the enemy/units.
With the Witch King he don't even set units on fire or anything else the power should do, it just doesn't activate at all on any level. Not even a sound effect...lol. Takeing a look at your mod should help though and I appreciate you letting me do so.
Also Nazgul I like your Galadriel plantir/button pics...awesome work...
My version of Galadriel in normal dress works as well as Ring Hero Galadriel and they're not affected by what the other is wearing - ie. Ring Hero Galadriel still has the white and black eerie look.
I'm at a loss as to why King Thranduil can't get Galadriel working. That mod worked fine on mine and so did her powers, in fact I was so pleased with how her and Celeborn turned out in that I applied them to my over-all mod which uses BFME 2 The War as a base and they still work.
#303
Posted 12 February 2007 - 04:09 PM
Hi guys... almost ready for Beta-release now...
I need to alter the HEIGHT of the arrows that are coming out of the Rohan tower (and all other items that are made garrisonable). Does anyone know where to set these parameters?
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#306
Posted 12 February 2007 - 05:43 PM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#307
Posted 16 February 2007 - 01:07 PM
1) I'm trying to alter the texture for the Orc Pikemen (that I got from Cahik). I have a texture with orc helmets added to them, and when I use Asset Builders function for editing W3D (SKN) and alter the name from the orc skin without helmet, to the one with helmet (otherwise pretty similar), and resave the W3D file... they end up beeing spawned invisible in game. This despite that I have added them to the Art folder (both texture and W3D) and updated the Asset.dat. Stange huh?
2) I'm trying to ad a banner carrier for my Noldor elves, but upon adding codes in elvenhordes similar to my Lórien Warriors (Elven Guard mod), only changing the model to NoldorWarrior, I end up with the DALE banner carrier??? Whats up with that?
Anyone have any useful tips?
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#308
Posted 16 February 2007 - 01:10 PM
MorphCondition = UnitType:YOURUNITNAME Locomotor:SET_COMBO ModelState:"USER_5"Hope it works!
Edited by IthronAiwendil, 16 February 2007 - 01:10 PM.
#309
Posted 16 February 2007 - 04:50 PM
This is my NoldorWarrior ini... (EDIT: sorry - ElvenHordes ini off course)
; Banner Carrier info BannerCarriersAllowed = ElvenBanner BannerCarrierPosition = UnitType:NoldorWarrior Pos:X:70.0 Y:0.0
And this is the Elvenbanner ini
; Infantry Banner MorphCondition = UnitType:RohanElvenWarrior Locomotor:SET_COMBO ModelState:"USER_2" MorphCondition = UnitType:ElvenMirkwoodArcher Locomotor:SET_COMBO ModelState:"USER_2" MorphCondition = UnitType:ElvenLorienArcher Locomotor:SET_COMBO ModelState:"USER_4" MorphCondition = UnitType:ElvenMithlondSentry Locomotor:SET_COMBO ModelState:"USER_5" MorphCondition = UnitType:ElvenLorienWarrior Locomotor:SET_COMBO ModelState:"USER_6" MorphCondition = UnitType:NoldorWarrior Locomotor:SET_COMBO ModelState:"USER_7"
Maybe its the "USER_7"? But 5 is already taken?? So is the double 2 though too...? Hmmm
Edited by Nazgûl, 16 February 2007 - 05:07 PM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#311
Posted 16 February 2007 - 05:09 PM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#312
Posted 16 February 2007 - 06:12 PM
like
BannerCarrierPosition = ElvenLorienWarrior Pos:X:70.0 Y:0.0if you don't make a new carrier model, there is no need to add an object
and if you really, wonder, it's USER_# at the top in the model condition
The 4th Age version 0.8 has been released: Link
#314
Posted 16 February 2007 - 07:53 PM
if you don't make a new carrier model, there is no need to add an object
Make a new? Well I thought the model was already there, and that it was simply a metter of animation and holding the banner?
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#315
Posted 17 February 2007 - 03:39 AM
So I did, but the result is the same as the new skin for the Orcs... meaning the new banner carrier for Noldor ends up beeing invisible - this despite me doing everything by the book, as far as I understand:
- Made a new SKN in W3D in Art folder, where I refered to the skin for the Noldor through editing with Asset Builder
- PLaced a copy of the tga for noldor in Art folder
- Updated Asset.dat
- Made a new Modelconditionstate in Elvenbanner.ini
= invisible unit!
This must mean that there is something wrong with Asset Builder in some cases... or Im just beeing not skilled enough to understand what I have missed?
Edited by Nazgûl, 17 February 2007 - 03:40 AM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#316
Posted 17 February 2007 - 10:52 AM
if your using the reglar banner of the elves you can just define that in the horde object, by having it like this:
; Banner Carrier info BannerCarriersAllowed = ElvenBanner BannerCarrierPosition = ElvenLorienWarrior Pos:X:70.0 Y:0.0because then, the carrier will use the same model as it uses for the ElvenLorienWarrior wich is the default model
Edited by Lauri, 17 February 2007 - 10:52 AM.
The 4th Age version 0.8 has been released: Link
#317
Posted 17 February 2007 - 01:35 PM
This is what I have done...
- In folder Art/W3D/RU I have the "runoldbanr_skn.w3d" (which I named from the "RUElvnBanr_SKN"...
(Is it case sensitive?))
- This W3D/SKN is edited with Asset Builder to refer to the noldor texture (DDS) below...
- In the Art/Compiledtextures/RU I have the texture/skin for the Noldor: "rulaelvnwrrior"...
- Asset.dat is updated (with Asset Builder) with these new Art things...
ElvenBanner.ini has this added:
; Noldor Warrior ModelConditionState = USER_7 Model = runoldbanr_skn End
and this:
; Infantry Banner MorphCondition = UnitType:NoldorWarrior Locomotor:SET_COMBO ModelState:"USER_7"
And ElvenHordes.ini has this added:
; Banner Carrier info BannerCarriersAllowed = ElvenBanner BannerCarrierPosition = UnitType:NoldorWarrior Pos:X:70.0 Y:0.0
This gives me an invisible (but existing) banner carrier with his own power bar and all, but just invisible... *sighs* - I HATE asset problems!!!
Lauri: Do you mean I need a new separate ini for Noldor banner carrier ONLY? I figured that wouldnt be nessesary since others like the ElvenGuard can use ElvenBanner?
Edited by Nazgûl, 17 February 2007 - 01:46 PM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#318
Posted 17 February 2007 - 02:04 PM
but for the thing you want... well, if the objects in the model have spaces in it, that will make them invisible (as I've been told atleast)
like, if the carrier's mesh is called ELVEN CARRIER it won't show with Sy's asset builder, but if it is called ELVENCARRIER it should show...
ah, rubbish talk anyways...
The 4th Age version 0.8 has been released: Link
#320
Posted 17 February 2007 - 02:13 PM
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