Questions...
#1
Posted 03 June 2007 - 12:35 PM
2. How can we add the forged blade effect on the Númenórëan's sword?
Please reply in detail.
Thanks in advance.
"Albert Einstein"
2D Artist
#2
Posted 03 June 2007 - 03:38 PM
2. If it doesn't show up when you purchase the upgrade, then you'd have to edit the model and add it into it for the Forged Blades to show up, I think.
Henry Miller, Tropic of Cancer
#3
Posted 03 June 2007 - 04:13 PM
1. For your new texture, did you create a new skin (.dds/.tga file) to have when they purchase the upgrade for Heavy Armor?
Yes.
2. If it doesn't show up when you purchase the upgrade, then you'd have to edit the model and add it into it for the Forged Blades to show up, I think.
Can we add that glow by code?
Edited by kotsos13, 03 June 2007 - 04:25 PM.
"Albert Einstein"
2D Artist
#4
Posted 03 June 2007 - 04:35 PM
Behavior = SubObjectsUpgrade Armor_Upgrade
that's where the change will take place.
Here the whole thing:
Behavior = SubObjectsUpgrade Armor_Upgrade TriggeredBy = Upgrade_ArnorHeavyArmor UpgradeTexture = GUManAtArms.tga 0 GUManAtArms_HA.tga RecolorHouse = Yes ExcludeSubobjects = Forged_Blade End
Notice where it says UpragdeTexture. You have to add the textures name into there.
So I just created a new skin and wanted it to show up when they purchase the Heavy Armor, I would do this:
Behavior = SubObjectsUpgrade Armor_Upgrade
TriggeredBy = Upgrade_ArnorHeavyArmor
UpgradeTexture = GUManAtArms.tga 0 MYNewSkinHA.tga
RecolorHouse = Yes
ExcludeSubobjects = Forged_Blade
End
See where the change accurd(sp?)? That's where you have to insert the new image. But make sure that you have the name right or otherwise it won't work.
You'll also need to create a new aaset.dat file for the skin you just created.
SEE HERE: POST #10 on how to create a new asste.dat file
Henry Miller, Tropic of Cancer
#6
Posted 03 June 2007 - 10:43 PM
"Albert Einstein"
2D Artist
#7
Posted 03 June 2007 - 11:26 PM
Once that it chose you can use modelcondition state. Add the following code after the defaultmodelcondition state for your object:
ModelConditionState = USER_1 Model = [add regular model name] Skeleton = [add the same skeleton] ParticleSysBone = [bone] [FXparticlesystem_name] FollowBone:Yes End
Then you will need to add the following behaviors to both set the upgraded weaponset and the new modelcondition.
; Upgraded weapon Behavior = WeaponSetUpgrade ModuleTag_ForgedBlades TriggeredBy = Upgrade_[Upgrade Name] End ; Add forged effect Behavior = ModelConditionUpgrade ModuleTag_ForgedBladesModelCondition TriggeredBy = [Upgrade Name] AddConditionFlags = USER_1 End
Thus, when the forgedblades upgrade is purchased a particlesystem/glow will appear on the model.
#8
Posted 05 June 2007 - 02:47 PM
ModelConditionState = USER_1 Model = [add regular model name] Skeleton = [add the same skeleton] ParticleSysBone = [bone] [FXparticlesystem_name] FollowBone:Yes End
What's the bone we need to add here? (Remember it's based on Arnor Soldier)
"Albert Einstein"
2D Artist
#9
Posted 05 June 2007 - 03:59 PM
But for future reference, open the model and look at the bone names.
Henry Miller, Tropic of Cancer
#10
Posted 06 June 2007 - 09:16 AM
"Albert Einstein"
2D Artist
#11
Posted 07 June 2007 - 12:10 PM
#12
Posted 07 June 2007 - 12:31 PM
Try not to hijack other people's threads. Make a new one Do you mean the palentir images? Get FinalBig, open up textures.big and find those palentir images, extract one of them and edit it in photoshop or gimpshop or paintshop-pro etc and save it.I have got a question when i want to make a icon from the Movie to one of the charakters from the game what i must do ?
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