Edited by LtdColumbo, 22 February 2007 - 04:13 PM.
AARRGH - Swap Textures in INI file - SOLVED
#1
Posted 17 January 2007 - 12:15 PM
#5
Posted 17 January 2007 - 01:16 PM
#6
Posted 17 January 2007 - 04:13 PM
My Political Compass
Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.
#7
Posted 17 January 2007 - 09:08 PM
Yes they are a bit buggy. sometimes one of them gets stuck somewhere and the rest moves on. then they stop fighting and stuff
but still they look nice
#8
Posted 17 January 2007 - 09:51 PM
My Political Compass
Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.
#9
Posted 17 January 2007 - 10:22 PM
i have another horde problem: (@dark lord, see? )
i made a combo horde from the dark dunedain & dark ranger. it works fine with 22 people in the hord. dou when some of them die, the last 3-4 units get "stuck" and don't move anymore. except when i order them to attack something.
i have these in the combohorde ini:
SplitHorde = SplitResult:AngmarDarkDunedainHorde UnitType:AngmarDarkRanger SplitHorde = SplitResult:AngmarDarkRangerHorde UnitType:AngmarDarkDunedain
is there a specific place in the ini where this has to stand?
#11
Posted 19 January 2007 - 12:05 AM
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."
#12
Posted 19 January 2007 - 12:17 PM
since i want to use this topic for all my coding problems, i though the code took up too much space.
thats why. if anybody wants to see the codes for OATH BREAKERS HORDE ON HORSE, please contact me.
but still, if you want me to i can put it back up!
in case anybody is interestet in CREATE A HERO - INTO NORMAL HERO code for the SHIELDMAIDEN with TOGGLE MOUNTED SPECIAL POWER please send me a private message!
@zimoo i tried to find this HordeTransportContain thing but couldn't. how does it work?
what does "because of how op'ing it is." mean?
Edited by LtdColumbo, 19 January 2007 - 12:22 PM.
#14
Posted 21 February 2007 - 04:06 PM
I want to give my shieldmaiden cah a new texture-
(im using the -mod command & followed the tutorial to create the new asset file)
right- i have two problems with it:
1. i edited the orginal textures form the textures .big, though im not sure wich one to use:
-there is a TGA file in compiledtextures\hc (hc_chhw_sm_04.tga)
-and a DDS in compiledtextures\ch (chhw_sm_04.dds)
do i have to edit/recolor both of them or what are those two for?
(since in the unit.ini you have to specify wich TGA to use i took the one from hc and called it CH_CHHW_SM_13.tga)
2. i added this code to my hero.ini:
// Shield Maiden Body (Texture Swap) Behavior = SubObjectsUpgrade Body_SMBOD03 // Shield Maiden TriggeredBy = Upgrade_ArnorFaction;Upgrade_SHIM_CHBOD03 UpgradeTexture = CHHW_SM_13.tga 0 CHHW_SM_02.tga UpgradeTexture = CHHW_SM_13.tga 0 CHHW_SM_02.tga UpgradeTexture = CHHW_SM_13.tga 0 CHHW_SM_02.tga UpgradeTexture = CHHW_SM_13.tga 0 CHHW_SM_02.tga RecolorHouse = Yes HideSubObjectsOnRemove = Yes FadeTimeInSeconds = 0.0 End
is this code right or am i doing sth wrong?
thnx
ltdcolumbo
EDIT:
the upgradeTexture tags are the wrong way around! it has to be:
UpgradeTexture = CHHW_SM.tga 0 CHHW_SM_13.tga UpgradeTexture = CHHW_SM_01.tga 0 CHHW_SM_13.tga UpgradeTexture = CHHW_SM_03.tga 0 CHHW_SM_13.tga UpgradeTexture = CHHW_SM_04.tga 0 CHHW_SM_13.tga
Edited by LtdColumbo, 21 February 2007 - 06:17 PM.
#16
Posted 21 February 2007 - 06:08 PM
Edited by LtdColumbo, 21 February 2007 - 06:15 PM.
#17
Posted 21 February 2007 - 07:28 PM
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."
#18
Posted 21 February 2007 - 11:04 PM
;#############################################################
;#############################################################
i got the shield thing working (more or less) i found the orginal texture names in the bfm2 texturesX.big
it works fine when i add my new textures with the orginal names as 2playgames suggestet earlier.
dough, i only want the recolour for one single hero so i tried around with the hero's ini:
(bfme_nival_shld --> unmounted - shld_02 -->mounted)
1st try:
Behavior = SubObjectsUpgrade CAPGShield_Upgrade02 TriggeredBy = Upgrade_ArnorFaction;Upgrade_CAPG_CHS02 ShowSubObjects = Shld_02 UpgradeTexture = bfme_nival_shld_02.tga 0 bfme_nival_shld_13.tga UpgradeTexture = shld_02.tga 0 shld_13.tga HideSubObjectsOnRemove = Yes FadeTimeInSeconds = 0.0 End
2nd try:
Behavior = SubObjectsUpgrade Shld_02 TriggeredBy = Upgrade_ArnorFaction;Upgrade_CAPG_CHS02 UpgradeTexture = bfme_nival_shld_02.tga 0 bfme_nival_shld_13.tga UpgradeTexture = shld_02.tga 0 shld_13.tga RecolorHouse = No HideSubObjectsOnRemove = Yes FadeTimeInSeconds = 0.0 End
3rd try:
RandomTexture = bfme_nival_shld_13.tga 0 bfme_nival_shld_02.tga RandomTexture = shld_13.tga 0 shld_02.tga
but im not sure where to put the RandomTexture tags..
can somone help me with this please?
thnx
Solution: ok i found out by browsing the forum topics... (!!!) i guess i post WAY to much
put the texture swap into the ModelCondition states:
DefaultModelConditionState Model = CHHW_SM_U_SKN Skeleton = CHHW_SM_U_SKL ModelAnimationPrefix = CHHW_SM PortraitImageName = CPShieldMaiden ButtonImageName = HICAHShieldMaiden Texture = bfme_nival_shld_02.tga bfme_nival_shld_13.tga Texture = shld_02.tga shld_13.tga End
ltdcolumbo
Edited by LtdColumbo, 22 February 2007 - 04:16 PM.
#19 Guest_kentmaple_*
Posted 03 April 2011 - 08:09 PM
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