Modeling
#1
Posted 29 July 2007 - 12:20 AM
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#2
Posted 29 July 2007 - 12:27 AM
learn how to model (loads of tutorials for that)How do u add and remove items from a model, specificly weapons?
you must extract the skeleton too and put it in the same directory as the model when importing itand how do u get a model unbunched. cause mine is all bunched up and not like "put together".
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."
#3
Posted 29 July 2007 - 12:56 AM
EDIT: hmm, it didn't load correctly. I'll upload it to the site and put the link here when I'm done.
EDIT2: Ok, here's the link: Tutorial
-Gto
Edited by GothmogtheOrc, 29 July 2007 - 01:16 AM.
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#4
Posted 29 July 2007 - 01:50 PM
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Long Live the Rhovanion Alliance!!!
#5
Posted 29 July 2007 - 03:58 PM
Check the unit's code to see which Skl it uses.
-Gto
Click on my Sig to go to my BFME Modding site where you can download my mods.
Kings of the West Mod Leader
*Retired. PM me if you need to get a hold of me as I'll get an email notification and should reply within a day or so*
#6
Posted 29 July 2007 - 04:29 PM
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Long Live the Rhovanion Alliance!!!
#7
Posted 29 July 2007 - 04:46 PM
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Long Live the Rhovanion Alliance!!!
#8
Posted 29 July 2007 - 05:14 PM
a sword so i can have Rohan swordmen. then do the same thing but with a axe and a bow.
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#9
Posted 29 July 2007 - 06:18 PM
#10
Posted 29 July 2007 - 08:23 PM
The following pieces of art MAY NOT BE USED in a separate, public modification under any circumstances: Saruman; Eowyn's mounted art; Rohirrim, Rohirrim Archer, Eorlingas, and Rohan shield textures; Frodo; Sam; Merry's normal and Knight of Rohan art; Pippin's normal outfit.
Just wanted to make sure you knew that after all, who really reads the readme's
In the code it'll be near the top, either below the Model = blah_skn it'll say Skl = blah_skl or in the actual animations themselves it'll say blah_skl.blah_animation.
In any event I'm pretty sure Cel's Eorlingas use the TowerGuard skl
-Gto
Click on my Sig to go to my BFME Modding site where you can download my mods.
Kings of the West Mod Leader
*Retired. PM me if you need to get a hold of me as I'll get an email notification and should reply within a day or so*
#11
Posted 29 July 2007 - 08:57 PM
but if it shows up as a tower guard model, how will i be able to edit the Eorling??
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#12
Posted 29 July 2007 - 09:03 PM
1.Open FinalBig Editor.
2.Locate W3D.big and Open it.
3.Extract all contents of W3D.Big to desktop.
4.Open the Art folder and go to W3d.
5.Place the Elven Alliance model inside the W3D Folder.
6.Now go in to renx, Open the W3D Importer, And locate the Art/W3D folder and then find the model.
7.Now as it can search all the models/skeletons etc, It will pick up the correct one automaticly.
#13
Posted 29 July 2007 - 09:28 PM
ok its there but its still all bunched up. how do u get it "put together"? cause then i can take out the spear and add the sword. (which i dont even know how to do yet. )!!!!!
Edited by lotrfreak, 29 July 2007 - 09:29 PM.
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#14
Posted 30 July 2007 - 12:04 AM
Post a screenshot up for what you mean by "Bunched up" and possibly upload the model for those of us that dont have TEA downloaded and installed.
#15
Posted 30 July 2007 - 12:07 AM
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#16
Posted 30 July 2007 - 12:09 AM
So recheck and make sure the model is in the art/w3d/ folder, Then make sure you are using the W3D Importer in renx correctly when you open the model.
#17
Posted 30 July 2007 - 12:19 AM
but thers a bunch of different skins.
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#18
Posted 30 July 2007 - 10:57 AM
#19
Posted 30 July 2007 - 11:12 AM
2. In BIG editor, select edit > extract all > to whatever folder you'd like
3. Open up RenX
4. And open up the model you'd like to edit. If you did all the steps right, the skeleton should auto be in the same folder as the model you'll want to edit
5. Have fun modelling. There are plenty of tutorials out there that tell ye how to do it.
#20
Posted 30 July 2007 - 05:09 PM
So like i have said in previous posts, He will also have to extract the original W3D.big, Then place the model from TEA inside the art/w3d folder that he extracted from the W3D.big.... This way the model will find the correct skeleton.
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