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#121 Nazgûl

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Posted 16 January 2007 - 10:13 AM

My Gandalf's Istarii Light is RED? Don't ask how it got that way, cause I dunno :) Anyone know how I could:
1) Make it the brightest white possible!
2) Extend the range (the graphics that is) so the beam travels further and wider!

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#122 Lauri

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Posted 16 January 2007 - 01:57 PM

well, if you haven't done anything with the FX, somethings really wierd... otherwise, go into FXparticlesystem and search for istari, and change the colors to 255 on them all :)

I think..

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#123 Nazgûl

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Posted 16 January 2007 - 02:16 PM

I will surely try as soon as I get my Rohirrim skins working... I've noticed that they show 4 variations (thanks to Zimoo) upon spawn, but when upgraded to heavy armor they pick only ONE skin for all, and its the one specified after RandomTexture - the second code: 3 for horses and 2 for riders. Changing it to 1234 or 4321 wont work, then they become 1 skin from start too!?

This should be a problem in my rohirrim ini, right?

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#124 zimoo

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Posted 16 January 2007 - 02:20 PM

Have you got the following code in their INI?

Behavior = SubObjectsUpgrade Armor_Upgrade
		TriggeredBy				= Upgrade_RohanHeavyArmorForRohirrim
		ShowSubObjects			= SHIELD
		UpgradeTexture			= RURohrm01.tga 0 RURohrm01HA.tga
		UpgradeTexture			= RURohrm02.tga 0 RURohrm02HA.tga
		UpgradeTexture			= RURohrm03.tga 0 RURohrm03HA.tga
		UpgradeTexture			= RURohrm04.tga 0 RURohrm04HA.tga
		
		UpgradeTexture			= RUHorse01.tga 0 RUHorse01HA.tga
		UpgradeTexture			= RUHorse02.tga 0 RUHorse02HA.tga
		UpgradeTexture			= RUHorse03.tga 0 RUHorse03HA.tga
		UpgradeTexture			= RUHorse04.tga 0 RUHorse04HA.tga

		RecolorHouse			= Yes
		ExcludeSubobjects		= Forged_Blade
	End

Because if so that should keep the 4 variations.
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#125 Nazgûl

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Posted 16 January 2007 - 02:54 PM

My thoughts exactly... but they don't. They act just like I described, and I can't figure this one out... The codes seem to be in order from what I gather??

	;--------------------------------------------------
	; new method
		RandomTexture = RUHorse01.tga 0 RUHorse03.tga
		RandomTexture = RUHorse02.tga 0 RUHorse03.tga
		RandomTexture = RUHorse03.tga 0 RUHorse03.tga
		RandomTexture = RUHorse04.tga 0 RUHorse03.tga
		
	;--------------------------------------------------
	;Random Rohirrim Riders textures - new method
		RandomTexture = RURohrm01.tga 0 RURohrm02.tga
		RandomTexture = RURohrm02.tga 0 RURohrm02.tga
		RandomTexture = RURohrm03.tga 0 RURohrm02.tga
		RandomTexture = RURohrm04.tga 0 RURohrm02.tga

And...
	Behavior = SubObjectsUpgrade Armor_Upgrade
		TriggeredBy			= Upgrade_RohanHeavyArmorNew
		ShowSubObjects			= SHIELD
		UpgradeTexture			= RURohrm01.tga 0 RURohrm01HA.tga
		UpgradeTexture			= RURohrm02.tga 0 RURohrm02HA.tga
		UpgradeTexture			= RURohrm03.tga 0 RURohrm03HA.tga
		UpgradeTexture			= RURohrm04.tga 0 RURohrm04HA.tga
		
		UpgradeTexture			= RUHorse01.tga 0 RUHorse01HA.tga
		UpgradeTexture			= RUHorse02.tga 0 RUHorse02HA.tga
		UpgradeTexture			= RUHorse03.tga 0 RUHorse03HA.tga
		UpgradeTexture			= RUHorse04.tga 0 RUHorse04HA.tga

		RecolorHouse			= Yes
		ExcludeSubobjects						= Forged_Blade

What to do... :)

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#126 Nazgûl

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Posted 17 January 2007 - 05:10 AM

I tried several soultions right now... but they simply WONT cooperate those pesky little... *mumbles* ;) :lol: :lol:

SO - I have an idea...
The Rohirrim are without a doubt pretty kick ass from start, and having them upgrade to heavy armor almost makes them a little to buff anyways... so - what if I would just move their _HA skins to the other "low armor" skins, before the upgrade? Would that make the game randomize between the whole 8? ^_^ That would be pretty cool! ;)

And also... I have the Shiled connected to the upgrade, perhaps I could leave this, and only this for the armor upgrade and set the values for rohirrim armor upgrade just slightly higher to correspond with them getting shields? :p

What do u think? Would that work? ;)

EDIT: tried this:
;--------------------------------------------------
;Random Rohirrim horses textures - new method
		RandomTexture = RUHorse01.tga 0 RUHorse03.tga
		RandomTexture = RUHorse02.tga 0 RUHorse03.tga
		RandomTexture = RUHorse03.tga 0 RUHorse03.tga
		RandomTexture = RUHorse04.tga 0 RUHorse03.tga
		
;--------------------------------------------------
;Random Rohirrim riders textures - new method
		RandomTexture = RURohrm01.tga 0 RURohrm02.tga
		RandomTexture = RURohrm02.tga 0 RURohrm02.tga
		RandomTexture = RURohrm03.tga 0 RURohrm02.tga
		RandomTexture = RURohrm04.tga 0 RURohrm02.tga
		//Attemt to making more skins from start!
		RandomTexture = RURohrm01HA.tga 0 RURohrm02HA.tga
		RandomTexture = RURohrm02HA.tga 0 RURohrm02HA.tga
		RandomTexture = RURohrm03HA.tga 0 RURohrm02HA.tga
		RandomTexture = RURohrm04HA.tga 0 RURohrm02HA.tga

That gave 2 from low armor and 2 from high armor within a unit. Same 4 skins for next unit but in another order... only 2 low and 2 high. Geez this is hard to play the way u want *lol*

EDIT2:
Never mind, figured it out... so now my riders have 8 different rider skins and 8 different horse skins (Thanks StealthSnake for the skins!). This makes the game play A BIT more like EA promised (lied to) us from start, like in this "nowhere to be seen in the game" screen...
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It's almost pathetic how they liead to so many people with their sk screen shots *lol*

Well, atleast I get to look at THIS now... hehe, heres what almost 1000 cp of Rohirrim looks like in my mod:
Posted Image

BUT (as always) something got messed up along the way, so now my stables hand (worker) has a graphics bug? Look painful! :p Anyone know where to look to fix that? (I never toched any other file than Rohirrim ini... not the stables ini?)
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It's not the end of the world, but it would be nice to have a whole person there... ^_^

Edited by Nazgûl, 17 January 2007 - 09:15 AM.

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#127 zimoo

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Posted 17 January 2007 - 11:20 AM

Heh nice@random Rohirrim, maybe you could also add the armoured skins for the horses (when upgraded they wear mail).

That stables bug looks to be a binding problem, but as you haven't edited it I have no idea what is going on ;)
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#128 Hard_Sander

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Posted 17 January 2007 - 11:23 AM

I believe it is standard, I had that problem too with the stables. Without editing something that had to do with that part.

#129 Nazgûl

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Posted 17 January 2007 - 03:09 PM

Well, theres 8 different horses now (4 on the screen shot), but none of those with chainmails or that stuff, simply cause the horses in the movies has not ;) hehe

About the bug...
Standard? It what way? :(
Did you have that problem too? What did you do when it happened and could you fix it?

I rather not remove the Rohirrim just to have that guy ok again... but it would also be interesting to see it that would work. Hm, really strange, but perhaps the stables guy is actually a part of the rohirrim ini? Too me it looks like when you put the wrong skin on the wrong skeleton, so when theres no 3d mapping for the texture, it streches out like that... (it happened with my blackriders before) =/ But again - I never toched anything else then adding more skins to rohirrim... damn EA codes

Edited by Nazgûl, 17 January 2007 - 03:11 PM.

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#130 zimoo

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Posted 17 January 2007 - 03:20 PM

It's binding not skinning. Some of the guy's vertcies have apparently been binded to a completely different bone ;)

I'm about 99.99% sure that's not being caused by your ranom rohirrim.
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#131 Nazgûl

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Posted 17 January 2007 - 05:02 PM

That sounds logical yes... but it seems like an unbeleivable "fluke"/accident, that this happened right after the rohirrim modification, without toching anything else... :( Question is, where is the codes/files/3d for that object. I should be in the stables ini I guess... hmm

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#132 Hard_Sander

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Posted 17 January 2007 - 08:09 PM

My guy at the Rohan Armory had it too, I didn't bother to solve it. (I was just testing something)

#133 Lauri

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Posted 17 January 2007 - 09:47 PM

it's not updated from BFME1, that might be the problem... Some buildings, have fuckêd up anims, so they don't use them, but EA has to have them in the game still.... making the game bigger you know :D

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#134 Nazgûl

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Posted 18 January 2007 - 12:25 AM

Heh, well if we're gonna drag EA into this... *barf* muhehe... no but seriously, I'm 1000% sure that it looked perfectly ok, just the other day. It was right after this modification to rohirrim that it got f-cked up. Thats why it's such a mystery... but I guess I have to leave it like that

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#135 Rob38

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Posted 18 January 2007 - 03:08 AM

Yes, the Rohan stables guy has always been screwed up in BFME2. Unless you edit the model, you won't be able to fix it.

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#136 Nazgûl

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Posted 18 January 2007 - 03:46 AM

Is there any reference to WHEN this happens, or is it just a fact that it WILL happen sooner or later?

I backed things up in my mind till I last remeber him beeing ok, and that was when my girlfriend commented him on dooing the same thing over and over again *lol* That was the day before yesterday, and he was ok still after I added the Rohirrim rider skins... but when I gave the stables additional horses from 4 to 8 making 16 skins in total (8 riders + 8 horses) - that's when he got f-cked up. At least for me... When Im done with other things on the list I'll try and set the horse skins back to 4 and see what happens...

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#137 Nazgûl

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Posted 20 January 2007 - 12:29 AM

The stables are unfixable... but never mind - it's just graphics detail :p

I've got a MUCH bigger problem now...
After all my recent work on this mod, we decided to try it out tonight, me and a friend...
The game crashed instantly on his computer (my second pc), saying this...

Posted Image

Now - the thing is that he has E X A C T L Y the same files as me, including this Eomer ini! And I don't get the error??? Another thing is that I've never modified that file at all myself. And up unitil now, including last time we played this game, everything worked smoothly!!

- This happened after only moving (and installing) the mod files from my computer to his (like we use to).
- Then i tried copying my ENTIRE catalogue for BFME2 to his computer - but no - same error!
- So I figured... maybe something's "broken permanently" in his catalogue structure, so I uninstalled the game on that computer, reinstalled it, installed the basic mod "MarksMod", tried to start and it started again. Then I put my files in there for this "Extended Edition", tried to start, and same error came back!!!??? WTF!?!?!?

Btw: my mod is NOT a "-mod"!

Naturally one would think: fix the error in Eomer.ini, but first: I have the exact same file, but no crashes! And secondly: What the error says doesn't make sence, cause there are no multiple Moduletags of that kind?

HEEELP - if I don't get this in order, I'm never going to be able to play this mod other then here at this computer ONLY, which equals me not beeing able to release this mod...
:( :( :(

Edited by Nazgûl, 20 January 2007 - 12:41 AM.

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#138 zimoo

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Posted 20 January 2007 - 12:49 AM

*Grumbles and mumbles after reading*

I had this exact same problem with my mod. It worked perfectly for me, but a few others kept getting an error similar to this (even though the error was non existant in the code). I have no idea how it was eventually fixed, although Solinx may know.

*Checks forum archives*

Ah here we go:

The mod is working now. The *fix* was to (re)move all the map, profile, etc files found in ...\Application Data\My Battle for Middle-earth™ II Files\

To be more precise I think it was a profile that caused the error, but I'm not sure of that.


Hope that helps. If it does you can shower your praise upon Solinx :lol:
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#139 Nazgûl

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Posted 20 January 2007 - 01:41 AM

Hehe I guess u picked up upon me beeing very greatful for the help this forum brings... good, cause I am! ^_^ I promise to only shower you a tiny bit if it works... *lol* hehe :p
I will try that for sure, but it'll have to wait until tomorrox though.

By logic it SHOULD be a problem outside the "The Battle for Middle-earth ™ II" folder, since I have the exact same folder and files, only working... I was thinking about that folder too in "My Battle...", but I couldn't find anything there that could logically be related to the game complaining about a unit.ini, but who knows with computers... :lol:

Gotta get some shut eye now, but I'll try this tomorrow. If it doesn't work, and if nobody else has a solution, I'll scap the mod and quit modding here and now, cause this was a majorly annoying set back, after spending 4 weeks on this hoping others could/will be able to enjoy it too... Aaargh :ohmy: Darn EA codes *must blame someone* :p

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#140 zimoo

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Posted 20 January 2007 - 10:46 AM

:( That would be disappointing, I knew how much effort you put in.
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