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#1 Jeth Calark

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Posted 18 July 2008 - 07:03 PM

well, since i seem to be spamming the forum with help topics :crazed: , i decided to start one general help topic and ask all my questions here from now on. lets get down to business.

Im in the process of creating bases for my new factions. how do you create new plot icons? like the tree for Gondor, the horse for Rohan, etc.

Edited by Jeth Calark, 29 September 2008 - 11:05 PM.


#2 Radspakr Wolfbane

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Posted 19 July 2008 - 04:36 AM

If you're adding another faction.
As far as I know there is no way to add in a new icon.
Unless someone else has got this to work (RA perhaps?)

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#3 m@tt

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Posted 19 July 2008 - 08:35 AM

Don't think we've tried yet. Look on the main site, I'm sure I've seen an icon tutorial added recently.

http://www.the3rdage...tem-329?addview

Edited by m@tt, 19 July 2008 - 08:55 AM.

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#4 Jeth Calark

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Posted 20 July 2008 - 02:21 PM

no, not that. foundation plot icons, like these below.

Posted ImagePosted Image
Posted ImagePosted Image

Edited by Jeth Calark, 31 August 2009 - 10:17 PM.


#5 Lurtzy

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Posted 20 July 2008 - 02:44 PM

I am sure there is a way to do this, I don't know how though, btw if you want the upload to go quicker, convert the pics to jpg 1st.

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#6 m@tt

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Posted 20 July 2008 - 03:16 PM

Well look at how the vanilla ones are made. They use a texture and a flat model I think.
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#7 Radspakr Wolfbane

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Posted 21 July 2008 - 03:17 AM

m@tt the tutorial you listed is only for BFME 2 doesn't work for BFME :(

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#8 m@tt

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Posted 21 July 2008 - 05:36 PM

Really? Thought it was just untested on BFME 1. Damn.
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#9 Radspakr Wolfbane

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Posted 22 July 2008 - 12:59 AM

Yeah I tried it as soon as BFME 2 came out.

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#10 Jeth Calark

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Posted 23 July 2008 - 08:44 PM

okay, got another problem. i followed AdmiralGT's tuts for new factions, and coded the new campkeep, building foundation, farm, and multiplayer farm. i have two new good factions and two new evil factions. when i opened up Worldbuilder, i quickly found my new items.

for the good factions, all four items are underneath a STRUCTURE subtab. but for my evil factions, the farm and the multiplayer farm are under a NONE subtab while the campkeep and the building foundation are under the STRUCTURE subtab. is this normal, or is this wrong? if wrong, what is wrong?

#11 Pixel

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Posted 27 July 2008 - 02:29 PM

If i remember correctly, you can change the location of what tab the object appears under by editing the "EditorSorting =" line in the objects code.

#12 Jeth Calark

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Posted 30 July 2008 - 02:34 AM

sorry, lost internet access for a few days.

editor sorting line. got it. will try it out when i get the opportunity!

#13 Lurtzy

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Posted 31 July 2008 - 07:50 PM

Im in the process of creating bases for my new factions. how do you create new plot icons? like the tree for Gondor, the horse for Rohan, etc.


Open up the ini file and find the model for the plot, then find the texture by viewing it in the w3d viewer, for example the mordor plot texture (for bfme2) is called mbfs01. I guess you could change the texture and code it in to the object, I hope it works!

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  • mbfs01.jpg

Edited by Lurtz101, 31 July 2008 - 07:50 PM.

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#14 Jeth Calark

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Posted 12 August 2008 - 03:31 AM

simply put, i cant get my bases to work. i followed AdmiralGT's tutorials, and the first time they failed, i checked everything. and again. and again. i cant find what's wrong or missing.

i've attached the big file for review. believe me when i say i am not simply going boohoo at the first sign of trouble. i have tried to the best of my ability to fix it, and unfortunately failed.

Edited by Jeth Calark, 20 August 2008 - 08:55 PM.


#15 Pixel

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Posted 12 August 2008 - 10:44 AM

You havent hex edited your base files...

#16 Jeth Calark

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Posted 12 August 2008 - 01:19 PM

what about them should I hex edit? is it just like the farms? camp_narnia to Camp_Narnia?

#17 Pixel

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Posted 12 August 2008 - 02:13 PM

Yes, You need to hex edit them so instead of "camp_narnia" it becomes "Camp_Narnia". You can hex edit them with the Hex-Editor on the3rdage or with a program alike Notepad++.

#18 Jeth Calark

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Posted 13 August 2008 - 06:59 PM

Aha! thanks Flameguard, that was the problem! i knew that you had to hex edit the farms (AdmiralGT's tut says so) but it didn't say you had to do that for all of them!

somebody needs to seriously redo those tuts.

#19 Jeth Calark

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Posted 13 August 2008 - 09:50 PM

not a problem, per se, but a seeking for a better way. is there a way to do things so that all the code for a building or unit doesn't go in the giant goodfaction or evilfaction ini's (goodfactionbuildings.ini, evilfactionunits.ini, those ini's). instead, each object would have its own ini file, so you could go straight to the relevant ini and not have to search through giant files?

#20 Radspakr Wolfbane

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Posted 14 August 2008 - 02:47 AM

Just create a new ini file and put the code in there.
Just make sure it follow the name standard eg data\ini\object\.....
If your editing an existing unit/building you'll probably have to keep it the original file.

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