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#41 Nazgûl

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Posted 14 January 2007 - 07:42 PM

Interesting... thanks guys! I will surely try to polish my Uruks tonight if I get them into Photoshop. But first, dinner... ;)

1) Is there a coding way to make a unit slightly bigger, or is that only done modeling?
2) Have anyone seen a better looking skin for the Berserker? The original looks like CRAP actually... (and is way to small) *lol*

Edited by Nazgûl, 14 January 2007 - 07:46 PM.

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#42 IthronAiwendil

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Posted 14 January 2007 - 07:59 PM

Put this into your object's code:
Scale = 1.05

1.00 would be normal size, 2.00 would be double

#43 Hard_Sander

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Posted 14 January 2007 - 07:59 PM

1) Scale = 1.1

EDIT: IthronAiwendil beat me to it.

Edited by Hard_Sander, 14 January 2007 - 07:59 PM.


#44 Nazgûl

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Posted 14 January 2007 - 08:05 PM

Greeeat! Thanks u! Wonderful... even if the berserker still looks like a pile of dog poh, at least maybe I can make him bigger now! I'll try right away... ;)

EDIT:
"Error Parsing Field..."

Where in the code should I insert it? :/

Edited by Nazgûl, 14 January 2007 - 08:11 PM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
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SEE-Team_Leader.jpg
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#45 Solinx

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Posted 14 January 2007 - 09:34 PM

In the Design parameters of the object I believe.

Just be sure not to enlarge them too much, the quality will visibly lessen if you do.

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#46 Nazgûl

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Posted 14 January 2007 - 10:00 PM

Hehe no... I tried 1.1 when it happened... but I just put the code in the beginning and then in Defaultmodelconditionstate... none worked. Ill try Design

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#47 N19HtmAr3

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Posted 14 January 2007 - 10:10 PM

You should put it outside all those things... ;)

#48 Lauri

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Posted 14 January 2007 - 10:24 PM

right below the Art sign ;) that's where I put it ;)

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#49 Nazgûl

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Posted 15 January 2007 - 01:34 AM

Works like a charm... ;)

- Added new dark uruk model based on Lurtz as Uruk Elite, slightly bigger than normal uruks...
- Found high res version af EA skins for Uruk-hai and Urukcrossbows which Ive made more dark, dirty and rusty looking! YEAH - finally! :grin:
- Made the TINY berserker 20% bigger and now slightly bigger than a normal uruk - same with Lurtz!

BUT... where in gods name is this skin hiding from me???
IUPikeman_SKN (need to reset his initial skin... cause he only get this high res reskin when upgraded in armor)...

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#50 zimoo

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Posted 15 January 2007 - 09:57 AM

Probably uses the same skin as the uruk warriors, atleast I've never noticed any difference between the two except for weapons.
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#51 Nazgûl

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Posted 15 January 2007 - 01:09 PM

No actually the pikemen are a bit thinner in body (the model), but yes they seem to be using the same skin by texture looks alone. But upon chaninging the skin for the warrior (regular uruk-hai) they crossbowmen and the pikemen only use the new skin for Heavy Armor (_ha). Right before upgrading they use a lower quality skin... and they ini for them says IUPikeman_SKN for the pikemen and similar for the crossbowmen... BOTH need to be upgraded to Heavy Armor to benefit from the hq skin I made?

My own theory right now is, maybe for some reason they both use the _l skin which is a low res version... but still, the ini says otherwise

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#52 Nazgûl

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Posted 16 January 2007 - 01:05 AM

Yep, strange but true... I gave ALL uruk skins the same skin, except the HA one :dry: And now they all have the new beautiful rusty look from start...

Next dude to fix: LURTZ - but where the h*ll is he hiding? I only found a b/w skin for him?

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#53 Nertea

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Posted 16 January 2007 - 01:26 AM

Not sure about BFME2, but in BFME1 his skin was typoed as "uilurtz".

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#54 Nazgûl

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Posted 16 January 2007 - 03:05 AM

In Textures0: "hc_iulurtz.jpg" is all I found, and first off it's a JPG and secondly it's b/w? Hmmm... I gotta fix that ugly skin, but I can't see it anywhere... or is Lurtz perhaps done differently with colors added separately??

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#55 zimoo

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Posted 16 January 2007 - 10:32 AM

Like Nertea said, it's named uilurtz.dds :)
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#56 Nazgûl

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Posted 16 January 2007 - 11:11 AM

Hehe yeah I know... it's the DDS I want but can't find.. Meybe you know where it is? I GOTTA give him high res face... :)

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#57 zimoo

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Posted 16 January 2007 - 11:23 AM

textures4.big
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#58 Nazgûl

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Posted 16 January 2007 - 02:10 PM

How embarrassing... I could have sworn I've looked in all Textures, incl that one several times.... but it slipped my eyes completely. Thanks :)

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#59 Nazgûl

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Posted 17 January 2007 - 05:10 PM

Now my Lurtz looks like Lurtz, and not a meatball :lol:

New topic:

Trying to make an additional unit/horde... but:
I've noticed that you can't see the name of the .DDS-texture file in the unit ini... It only tells you the SKN and the SKL... So what if I would need to change the name of a DDS-file (a texture) and thus having to repoint the unit ini to use that name... where can I do that? ;)


Edit: Ehm, is it possibly by editing W3D in AssetBuilder?

Edited by Nazgûl, 17 January 2007 - 05:23 PM.

// C}{riZpc_punch.gif
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#60 zimoo

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Posted 17 January 2007 - 05:24 PM

Just before their models are defined put the following code:

RandomTexture = Newunitskin.tga 0 Oldunitskin.tga

And yes you can swap unit textures by editing the w3ds in Asset Builder.
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