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Palantir help


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#1 Antis666

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Posted 01 September 2008 - 01:58 PM

Hi I'd like to install a new palantir image to Glorfindel but i don't know what to edit where to put the image file with what name. Could somebody help me?
I'd also like someone to tell me how do I put a statistic image to a faction: what resolution, what to edit, with what name the image etc. Thanks in advance.

#2 Ridder Geel

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Posted 01 September 2008 - 02:52 PM

Statistic image is the image that is at the end of the game in the graph and such right?
There is a tutorial on that here:
http://www.the3rdage...tem-329?addview

This is all in INI.BIG
These are the names of the 'pictures' that are defined somewhere in the \data\ini\mappedimages\ folder :p
; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
	SelectPortrait = HPGlorfindel
	
   ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
	ButtonImage = HIGlorfindel

To find these look in the inis in that folder and search for the HPGlorfindel, the HP = Hero portrait :p
Icon is what is used when you buy him and the one you see in-game at the bottom of the screen where all the heros are displayed.

Apperently Glorfindel's HP is found in heroui.ini somewhere in the folder i said :shiftee: (i think you should be able to find most other heros in there too :blush:

This is the code which tells what image/texture is used and what size the part used is :sad2:
MappedImage HPGlorfindel
  Texture = HeroUI_034.tga		 ;;;The TEXTURE
  TextureWidth = 256
  TextureHeight = 256
  Coords = Left:0 Top:0 Right:192 Bottom:192   ;;;HOW BIG THE PART YOU WANT IS
  Status = NONE
End
This code is there because there might be multiple images in the same image/texture file.

Apparently you can find Glorfindels HP in this file:
HeroUI_034.tga

This is all in Textures2.BIG
This file is located inside the Textures2.BIG
art\compiledtextures\he\HeroUI_034.dds

Do note that this is in DDS format so you will have to convert it to TGA and back again (when finished editing) so that the game doesn't read the old/other DDS file.

All you really have to do is edit that one file,
the INI.BIG part is for if you ever need to know how to make/find other HP's for other heros, this way you know how to locate them yourself :sad2:
Ridder Geel

#3 Antis666

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Posted 02 September 2008 - 08:43 AM

but why does it show me a pink palantir image?

#4 Ridder Geel

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Posted 02 September 2008 - 12:48 PM

you need to create an asset.dat (sorry forgot to mention in my post)
use this program:
http://www.the3rdage...tem-107?addview

and add it in the main directory, not in any folder.

Edited by Ridder Geel, 02 September 2008 - 12:49 PM.

Ridder Geel

#5 Antis666

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Posted 03 September 2008 - 10:25 AM

Because I can't understand a word here's my hero
;------------------------------------------------------------------------------
;
; Feanor.ini
;
;------------------------------------------------------------------------------

Object NoldorFeanor
; *** ART Parameters ***

; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
SelectPortrait = HPfeanor

; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
ButtonImage = HIGlorfindel

DescriptionStrategic = CONTROLBAR:LW_ToolTip_Feanor

Draw = W3DScriptedModelDraw ModuleTag_DRAW

;WadingParticleSys = EntRipples
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
OkToChangeModelColor = Yes

DefaultModelConditionState
Model = EUGlrfdl_SKN
Skeleton = EUGlrfdl_SKL
End

; mounted glorfindel with Wind Rider
ModelConditionState = MOUNTED USER_3 USER_4
Model = EUGlrfnMnt_SKN
Skeleton = RUHHs_Theo_SKL
ParticleSysBone = NONE WindRiderFoot FollowBone:Yes
ParticleSysBone = BAT_SPINE2 BladeMaster FollowBone:Yes
End

ModelConditionState = MOUNTED USER_4
Model = EUGlrfnMnt_SKN
Skeleton = RUHHs_Theo_SKL
ParticleSysBone = BAT_SPINE2 BladeMaster FollowBone:Yes
End

; mounted glorfindel with Wind Rider
ModelConditionState = MOUNTED USER_3
Model = EUGlrfnMnt_SKN
Skeleton = RUHHs_Theo_SKL
ParticleSysBone = NONE WindRiderFoot FollowBone:Yes
End

ModelConditionState = MOUNTED
Model = EUGlrfnMnt_SKN
Skeleton = RUHHs_Theo_SKL
End

ModelConditionState = USER_4
ParticleSysBone = BAT_SPINE1 BladeMaster FollowBone:Yes
End




; --- Transition Anims

; --- Idle Anims
IdleAnimationState
Animation = IDLB
AnimationName = EUGlrfdl_IDLB
AnimationMode = ONCE
End
Animation = IDLC
AnimationName = EUGlrfdl_IDLC
AnimationMode = ONCE
End
Animation = IDLD
AnimationName = EUGlrfdl_IDLD
AnimationMode = ONCE
End
Animation = IDLE
AnimationName = EUGlrfdl_IDLE
AnimationMode = ONCE
End
StateName = Idle
BeginScript
CurDrawableHideSubObject("spear")
Prev = CurDrawablePrevAnimationState()
if Prev == "Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end
EndScript

End


TransitionState = TRANS_MountedSelect
Animation = ATNA
AnimationName = RUHHs_Theo_ATNA
AnimationMode = ONCE
End
End

;------------- mounted ---------

; --- Moving Anims

AnimationState = MOUNTED FREEFALL
Animation = freefall
AnimationName = RUHHs_Theo_FLYC
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

AnimationState = MOUNTED STUNNED_FLAILING
Animation = JustDie
AnimationName = RUHHs_Theo_FLYA
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.2 0.3
End
Flags = RANDOMSTART
End

AnimationState = MOUNTED DYING SPLATTED
Animation = Land
AnimationName = RUHHs_Theo_LNDA
AnimationMode = ONCE
End
End

AnimationState = MOUNTED DYING
Animation = DieA
AnimationName = RUHHs_Theo_DIEA
AnimationMode = ONCE
End
End

AnimationState = MOUNTED STUNNED_STANDING_UP
Animation = StandUp
AnimationName = RUHHs_Theo_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.3 1.3
End
End

AnimationState = MOUNTED STUNNED
Animation = Land
AnimationName = RUHHs_Theo_LNDA
AnimationMode = ONCE
End
End

AnimationState = PARALYZED MOUNTED
Animation
AnimationName = RUHHs_Theo_IDLA
AnimationMode = LOOP
End
End

AnimationState = MOUNTED MOVING FIRING_OR_PREATTACK_A
ShareAnimation = Yes
Animation = MountedRunAndFire
AnimationName = RUHHs_Theo_ATRB
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

AnimationState = MOUNTED FIRING_OR_PREATTACK_A
Animation = AttackA
AnimationName = RUHHs_Theo_ATKA
AnimationMode = LOOP
UseWeaponTiming = Yes
End
Animation = AttackB
AnimationName = RUHHs_Theo_ATKB
AnimationMode = LOOP
UseWeaponTiming = Yes
End
End

AnimationState = MOUNTED TURN_LEFT_HIGH_SPEED
Animation = TurnLeft
AnimationName = RUHHs_Theo_TNL1
AnimationMode = LOOP
End
End

AnimationState = MOUNTED TURN_RIGHT_HIGH_SPEED
Animation = TurnRight
AnimationName = RUHHs_Theo_TNR1
AnimationMode = LOOP
End
End

AnimationState = MOUNTED MOVING ACCELERATE
Animation = Accelerate
AnimationName = RUHHs_Theo_ACCL
AnimationMode = LOOP
End
End

AnimationState = MOUNTED MOVING DECELERATE
Animation = Decelerate
AnimationName = RUHHs_Theo_DECL
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.6 0.6
End
End

AnimationState = MOUNTED TURN_LEFT
Animation = TurnLeft
AnimationName = RUHHs_Theo_TRNL
AnimationMode = LOOP
End
End

AnimationState = MOUNTED TURN_RIGHT
Animation = TurnRight
AnimationName = RUHHs_Theo_TRNR
AnimationMode = LOOP
End
End

AnimationState = MOUNTED MOVING WALKING
Animation = Walk
AnimationName = RUHHs_Theo_WLKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

AnimationState = MOUNTED MOVING BACKING_UP
Animation = BackingUp
AnimationName = RUHHs_Theo_BAKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End


AnimationState = MOUNTED MOVING
Animation = RunA
AnimationName = RUHHs_Theo_RUNA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End

AnimationState = MOUNTED USER_1
Animation
AnimationName = EUGlrfnMnt_SPCA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.7 0.7
End
End

AnimationState = MOUNTED USER_2
Animation
AnimationName = EUGlrfnMnt_SPCB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 0.8
End
End

AnimationState = RAISING_FLAG MOUNTED
Animation = CHRA
AnimationName = RUHHs_Theo_CHRA
AnimationMode = LOOP
End
End

AnimationState = MOUNTED SELECTED
SimilarRestart = Yes
StateName = AtAttentionIdle
Animation = ATNB
AnimationName = RUHHs_Theo_IDLH
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end
EndScript
End

TransitionState = TRANS_MountedSelect
Animation = ATNA
AnimationName = RUHHs_Theo_ATNA
AnimationMode = ONCE
End
End

AnimationState = MOUNTED LEVELED
Animation = LevelUp
AnimationName = RUHHs_Theo_CHRA
AnimationMode = ONCE
End
End

AnimationState = MOUNTED
StateName = Idle
Animation = IdleA
AnimationName = RUHHs_Theo_IDLA
AnimationPriority = 30
AnimationMode = LOOP
AnimationBlendTime = 15
End
Animation = IDLB
AnimationName = RUHHs_Theo_IDLB
AnimationPriority = 15
AnimationMode = LOOP
AnimationBlendTime = 30
End
Animation = IDLC
AnimationName = RUHHs_Theo_IDLC
AnimationPriority = 15
AnimationMode = LOOP
AnimationBlendTime = 30
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End

;---------not mounted

AnimationState = STUNNED_FLAILING
Flags = RANDOMSTART
Animation
AnimationName = EUGlrfdl_FLYA
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.4 0.6
End
StateName = NoSword
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Sword" then CurDrawableSetTransitionAnimState("TRANS_SheatheSword") end
EndScript
End

AnimationState = STUNNED_STANDING_UP
Animation
AnimationName = EUGlrfdl_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange= 1.5 1.5
End
End

AnimationState = STUNNED
Animation
AnimationName = EUGlrfdl_LNDA
AnimationMode = ONCE
End
StateName = NoSword
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Sword" then CurDrawableSetTransitionAnimState("TRANS_SheatheSword") end
EndScript
End

; --- Dying anims
AnimationState = DYING SPLATTED
Animation
AnimationName = EUGlrfdl_LNDA
AnimationMode = ONCE
End
StateName = NoSword
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Sword" then CurDrawableSetTransitionAnimState("TRANS_SheatheSword") end
EndScript
End
AnimationState = DYING AFLAME
Animation = DieAflame
AnimationName = EUGlrfdl_MFDA
AnimationMode = LOOP
End
End


AnimationState = DYING
Animation
AnimationName = EUGlrfdl_DTHA
AnimationMode = ONCE
AnimationPriority = 10
End
End

AnimationState = PARALYZED
Animation
AnimationName = EUGlrfdl_IDLB
AnimationMode = LOOP
End
End



AnimationState = MOVING FIRING_OR_PREATTACK_A
ShareAnimation = Yes
Animation = RunAndFire
AnimationName = EUGlrfdl_ATKSV2
AnimationMode = LOOP
End
Flags = RANDOMSTART
BeginScript
CurDrawableHideSubObject("spear")
EndScript
End

AnimationState = MOVING ATTACKING
Flags = RANDOMSTART
Animation = RUNB
AnimationName = EUGlrfdl_RUNB
AnimationMode = LOOP
End
StateName = NoSword
BeginScript
CurDrawableHideSubObject("spear")
Prev = CurDrawablePrevAnimationState()
if Prev == "Sword" then CurDrawableSetTransitionAnimState("TRANS_SheatheSword") end
EndScript
End


AnimationState = MOVING
Flags = RANDOMSTART
Animation = RUNA
AnimationName = EUGlrfdl_RUNA
AnimationMode = LOOP
End
StateName = NoSword
BeginScript
CurDrawableHideSubObject("spear")
Prev = CurDrawablePrevAnimationState()
if Prev == "Sword" then CurDrawableSetTransitionAnimState("TRANS_SheatheSword") end
EndScript
End

AnimationState = USER_1
Animation
AnimationName = EUGlrfdl_SPCA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.75 0.75
End
End

AnimationState = USER_2
Animation
AnimationName = EUGlrfdl_SPCB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 0.8
End
End

; Attacking Anims [Weapon_A]
AnimationState = FIRING_OR_PREATTACK_A
StateName = Sword
Animation = ATKA
AnimationName = EUGlrfdl_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = ATKB
AnimationName = EUGlrfdl_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = ATKC
AnimationName = EUGlrfdl_ATKC
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
CurDrawableHideSubObject("spear")
EndScript
End

; ATTACKING
AnimationState = ATTACKING
Animation = ALERT_1
AnimationName = EUGlrfdl_IDLA
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

; --------- Click and Hit Reactions ------------
AnimationState = HIT_REACTION HIT_LEVEL_1
StateName = STATE_Bored_Sword
Animation = Hit_Level_1_A
AnimationName = EUGlrfdl_HITA
AnimationMode = ONCE
End
End

AnimationState = HIT_REACTION HIT_LEVEL_2
StateName = STATE_Bored_Sword
Animation = Hit_Level_1_A
AnimationName = EUGlrfdl_HITA
AnimationMode = ONCE
End
End

AnimationState = HIT_REACTION HIT_LEVEL_3
StateName = STATE_Bored_Sword
Animation = Hit_Level_1_A
AnimationName = EUGlrfdl_HITA
AnimationMode = ONCE
End
End

; --------- Selected Anims and Transitions
TransitionState = TRANS_Idle_to_Selected
Animation = ATNA
AnimationName = EUGlrfdl_ATNA
AnimationMode = ONCE
End
End

TransitionState = TRANS_Selected_To_Idle
Animation = ATNC
AnimationName = EUGlrfdl_ATNC
AnimationMode = ONCE
End
End

AnimationState = LEVELED
Animation = LevelUp
AnimationName = EUGlrfdl_LVLA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.75 0.75
End
End

AnimationState = RAISING_FLAG
Animation = CHRA
AnimationName = EUGlrfdl_CHRA
AnimationMode = LOOP
End
End

AnimationState = SELECTED
StateName = Selected
SimilarRestart = Yes
Animation = ATNB
AnimationName = EUGlrfdl_ATNB
AnimationMode = LOOP
End
BeginScript
CurDrawableHideSubObject("spear")
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end
EndScript
End

;----Emotion Animations
AnimationState = EMOTION_CELEBRATING
Animation = CHRA
AnimationName = EUGlrfdl_CHRA
AnimationMode = ONCE
AnimationPriority = 10
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

AnimationState = EMOTION_TAUNTING
Animation
AnimationName = EUGlrfdl_TNTA
AnimationMode = LOOP
End
End

AnimationState = EMOTION_ALERT EMOTION_MORALE_HIGH
Animation = Taunting
AnimationName = EUGlrfdl_TNTA
AnimationMode = ONCE
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End

; READY IDLE
AnimationState = EMOTION_ALERT
Animation = ALERT_1
AnimationName = EUGlrfdl_IDLA
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End

End

Draw = W3DScriptedModelDraw DustEffects
DefaultModelConditionState
Model = None
End
IdleAnimationState
End
AnimationState = MOUNTED MOVING WADING
ParticleSysBone = None FootstepSlash
End
AnimationState = MOUNTED MOVING ACCELERATE
ParticleSysBone = None GenericSiegeTrailDust
End
AnimationState = MOUNTED MOVING ACCELERATE
ParticleSysBone = None GenericSiegeTrailDust
End
AnimationState = MOUNTED MOVING
End
End

#include "..\..\..\includes\StunDrawModuleSmall.inc"

; ***DESIGN parameters ***
Side = Noldor
EditorSorting = UNIT
ThreatLevel = GLORFINDEL_THREAT_LEVEL
ThingClass = CHARACTER_UNIT
TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
BuildCost = 7000
BuildTime = GLORFINDEL_BUILDTIME
BountyValue = ELVEN_GLORFINDEL_BOUNTY_VALUE
ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG
;//DisplayMeleeDamage = GALADRIEL_DAMAGE

;;;;;; WEAPON SETS ;;;;;;
WeaponSet
Conditions = None
Weapon = PRIMARY GaladrielSword ; a magical sword
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
WeaponSet
Conditions = CONTAINED
Weapon = PRIMARY GarrisonedUnitBow
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End

;;;;;; Armor Sets ;;;;;;
ArmorSet
Conditions = None
Armor = SauronArmor
DamageFX = NormalDamageFX
End
ArmorSet
Conditions = MOUNTED
Armor = SauronArmorMounted
DamageFX = NormalDamageFX
End


VisionRange = VISION_HERO_STANDARD
ShroudClearingRange = SHROUD_CLEAR_HERO

MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 1.0%

DisplayName = OBJECT:NoldorFeanor
RecruitText = CONTROLBAR:NoldorFeanorRecruit ;;;;;;;;;;;; Anyone who gets revived should get these
ReviveText = CONTROLBAR:NoldorFeanorRevive ;;
Hotkey = CONTROLBAR:NoldorFeanorHotkey ;; If not, it won't look too bad.

MinCrushVelocityPercent = 50 ; Has to be moving at at least 50% of full speed.
CrushDecelerationPercent = 30 ; Lose xx percent of max velocity when crushing.
CrusherLevel = 0 ;Can I crush anything?
MountedCrusherLevel = 1 ;Crush level when mounted.

CrushKnockback = 40
CrushZFactor = 1.0

CommandSet = ElvenGlorfindelCommandSet
CommandPoints = 50


; *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Hero
AutoResolveCombatChain = AutoResolve_HeroCombatChain

AutoResolveBody = AutoResolve_GlorfindelBody

AutoResolveArmor
Armor = AutoResolve_GlorfindelArmor
End

AutoResolveWeapon
Weapon = AutoResolve_GlorfindelWeapon
End

;AutoResolveLeadership = AutoResolve_GlorfindelBonus


; *** AUDIO Parameters ***;

VoiceAttack = GlorfindelVoiceAttack
VoiceAttackAir = GlorfindelVoiceAttack
VoiceAttackCharge = GlorfindelVoiceAttackCharge
VoiceAttackMachine = GlorfindelVoiceAttack
VoiceAttackStructure = GlorfindelVoiceAttackBuilding
VoiceFear = GlorfindelVoiceHelpMe
VoiceGuard = GlorfindelVoiceMove
VoiceMove = GlorfindelVoiceMove
VoiceMoveToCamp = GlorfindelVoiceMoveCamp
VoiceMoveWhileAttacking = GlorfindelVoiceDisengage
VoicePriority = 64
VoiceRetreatToCastle = GlorfindelVoiceRetreat
VoiceSelect = GlorfindelVoiceSelectMS
VoiceSelectBattle = GlorfindelVoiceSelectBattle

SoundImpact = ImpactHorse

UnitSpecificSounds
VoiceEnterUnitElvenTransportShip = GlorfindelVoiceMoveShip
VoiceGarrison = GlorfindelVoiceMoveGarrison
VoiceInitiateCaptureBuilding = GlorfindelVoiceCaptureBuilding ; From SpecialPower SpecialAbilityCaptureBuilding
End

ClientBehavior = ModelConditionSoundSelectorClientBehavior ModuleTag_MCSoundSelector
SoundState = MOUNTED
VoiceMove = GlorfindelVoiceMoveMount
VoiceSelect = GlorfindelVoiceSelectMountedMS
End
End

CrowdResponseKey = ElfHero

#include "..\..\..\includes\StandardUnitEvaEvents.inc"
EvaEventDieOwner = GlorfindelDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths

Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ; Tie into LargeGroupAudio system
Key = Humanoid_Male Elf Elf_Male Unit Infantry Hero
;UnitWeight = 2
End

ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:BodyFallSoldier Animation:EUGLRFDL_SKL.EUGLRFDL_LNDA Frames:5
AnimationSound = Sound:BodyFallSoldier Animation:EUGLRFDL_SKL.EUGLRFDL_DTHA Frames:34

AnimationSound = Sound:FootstepDirtA Animation:EUGlrfdl_SKL.EUGlrfdl_RUNA Frames:9 18 28 38 48 58
AnimationSound = Sound:FootstepDirtA Animation:EUGlrfdl_SKL.EUGlrfdl_RUNB Frames:9 18 28 38 48 58

AnimationSound = Sound:HorseMoveFootsteps Animation:RUHHs_Theo_SKL.RUHHs_Theo_ACCL Frames:16
AnimationSound = Sound:HorseMoveFootsteps Animation:RUHHs_Theo_SKL.RUHHs_Theo_RUNA Frames:8
AnimationSound = Sound:HorseMoveFootsteps Animation:RUHHs_Theo_SKL.RUHHs_Theo_TNL1 Frames:8
AnimationSound = Sound:HorseMoveFootsteps Animation:RUHHs_Theo_SKL.RUHHs_Theo_TNR1 Frames:8
AnimationSound = Sound:HorseDieForHero Animation:RUHHs_Theo_SKL.RUHHs_Theo_LNDA Frames:0
AnimationSound = Sound:BodyFallSoldier Animation:RUHHs_Theo_SKL.RUHHs_Theo_LNDA Frames:2 10
AnimationSound = Sound:HorseDieForHero Animation:RUHHs_Theo_SKL.RUHHs_Theo_DIEA Frames:0
AnimationSound = Sound:BodyFallGenericNoArmor Animation:RUHHs_Theo_SKL.RUHHs_Theo_DIEA Frames:6
AnimationSound = Sound:BodyFallSoldier Animation:RUHHs_Theo_SKL.RUHHs_Theo_DIEA Frames:45
End

;-------------------------------

Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = 300
TauntAndPointUpdateDelay = 10000
AddEmotion = Doom_Base
// AddEmotion = BraceForBeingCrushed_Base
// AddEmotion = FearIdle_Base
// AddEmotion = FearBusy_Base
AddEmotion = Point_Base
AddEmotion = Taunt_Base
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
// AddEmotion = HeroCheerIdle_Base
// AddEmotion = HeroCheerBusy_Base
AddEmotion = Alert_Base
AddEmotion = CheerForAboutToCrush_Base
End


; ===== Wind Rider --------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_GlorfindelWindRiderEnabler
SpecialPowerTemplate = SpecialAbilityGlorfindelWindRider
TriggeredBy = Upgrade_GlorfindelWindRider
End

Behavior = SpecialPowerModule ModuleTag_GlorfindelWindRiderStarter
SpecialPowerTemplate = SpecialAbilityGlorfindelWindRider
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
;InitiateSound = GlorfindelWindRider ;this didn't work
End

Behavior = SpecialAbilityUpdate ModuleTag_GlorfindelWindRiderUpdate
SpecialPowerTemplate = SpecialAbilityGlorfindelWindRider
UnpackTime = 1
RequiredConditions = MOUNTED
TriggerAttributeModifier = GlorfindelWindRider
AttributeModifierDuration = 30000
KillAttributeModifierOnRejected = Yes
;TriggerSound = GlorfindelWindRider ;this works but the hook on the CommandButton.INI is more responsive
End

; ===== Blade Of Purity --------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_GlorfindelBladeOfPurityEnabler
SpecialPowerTemplate = SpecialAbilityGlorfindelBladeOfPurity
TriggeredBy = Upgrade_GlorfindelBladeOfPurity
End
Behavior = SpecialPowerModule ModuleTag_GlorfindelBladeOfPurityStarter
SpecialPowerTemplate = SpecialAbilityGlorfindelBladeOfPurity
StartsPaused = Yes
SetModelCondition = ModelConditionState:USER_1
SetModelConditionTime = 2.0
End
Behavior = SpecialAbilityUpdate ModuleTag_GlorfindelBladeOfPurityUpdate
SpecialPowerTemplate = SpecialAbilityGlorfindelBladeOfPurity
TriggerAttributeModifier = GlorfindelBladeOfPurity
AttributeModifierDuration = 30000
End
Behavior = AutoAbilityBehavior ModuleTag_BladeOfPurityAutoAbility
SpecialAbility = SpecialAbilityGlorfindelBladeOfPurity
MaxScanRange = 200
Query = 1 ALL ENEMIES
End

; ===== Starlight --------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_GlorfindelStarlightEnabler
SpecialPowerTemplate = SpecialAbilityGlorfindelStarlight
TriggeredBy = Upgrade_GlorindelStarlight
End

Behavior = OCLSpecialPower ModuleTag_GlorfindelStarlight
StartsPaused = Yes
SpecialPowerTemplate = SpecialAbilityGlorfindelStarlight
OCL = OCL_GlorfindelStarlightObject
CreateLocation = CREATE_AT_LOCATION
SetModelCondition = ModelConditionState:USER_2
SetModelConditionTime = 2.333
End

; special AutoAbilityBehavior for starlight, as we need to target a bunch of allies.
Behavior = AutoAbilityBehavior ModuleTag_StarlightAutoAbilityBehavior
SpecialAbility = SpecialAbilityGlorfindelStarlight
MaxScanRange = GLORFINDEL_STARLIGHT_RADIUS
Query = 2 ANY ALLIES +HORDE ; 2 friendly hordes or an enemy
Query = 1 ALL ENEMIES
End

; *** ENGINEERING Parameters ***--------------------------------------------------------------------------------
RadarPriority = UNIT
KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY ATTACK_NEEDS_LINE_OF_SIGHT PATH_THROUGH_EACH_OTHER SCORE ARMY_SUMMARY HEAVY_MELEE_HITTER
PathfindDiameter = 40.0
CamouflageDetectionMultiplier = 2.0

Body = RespawnBody ModuleTag_RespawnBody
MaxHealth = 5000 ;BALANCE Glorfindel Health
PermanentlyKilledByFilter = NONE ;Who kills me permanently?
DodgePercent = HERO_DODGE_PERCENT
End
Behavior = RespawnUpdate ModuleTag_RespawnUpdate
; DeathAnim = STUNNED ;Model condition to play when killed-to-respawn
DeathFX = FX_GlorfindelDieToRespawn ;FXList to play when killed-to-respawn
DeathAnim = DYING ;Model condition to play when killed-to-respawn
DeathAnimationTime = 6500 ;How long DeathAnim will take.
InitialSpawnFX = FX_GlorfindelInitialSpawn
RespawnAnim = LEVELED ;Animation to play when respawning.
RespawnFX = FX_GlorfindelRespawn ;FXList to play when respawning.
RespawnAnimationTime = 2000 ;Time it takes for respawn to play.
AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP ;Respawn at this location -- and at it's exit production point if possible.
ButtonImage = HIGlorfindel_res

;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others
;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any
RespawnRules = AutoSpawn:No Cost:3500 Time:60000 Health:100% ;DEFAULT VALUES
End

Behavior = AutoHealBehavior ModuleTag_GlorfindelHealing
StartsActive = Yes
HealingAmount = HERO_HEAL_AMOUNT
HealingDelay = 1000
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End

; autoability for casting Wind Rider and Blade of Purity, Wind Rider
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
End

#include "..\..\..\includes\DefaultInvisibilityUpdate.inc"

Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = Hero
End

#include "..\..\..\includes\CaptureBuilding.inc"

Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS STEALTHED
MoodAttackCheckRate = 500
CanAttackWhileContained = Yes
End

LocomotorSet
Locomotor = HeroHumanLocomotor
Condition = SET_NORMAL
Speed = NORMAL_ELVEN_FAST_MEMBER_SPEED
End

LocomotorSet
Locomotor = HeroHorseLocomotor
Condition = SET_MOUNTED
Speed = NORMAL_ELVEN_CAVALRY_MEMBER_SPEED
End

Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStandingTime = 2000 ;msec
End

Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL
SinkDelay = 3000
SinkRate = 1.40 ; in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL GlorfindelVoiceDie
End

Behavior = SquishCollide ModuleTag_06
;nothing
End

Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan
End

Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 2700 ; level 1 (light damage) hit reaction animations in msec
HitReactionLifeTimer2 = 3366 ; level 2 (medium damage) hit reaction animations in msec
HitReactionLifeTimer3 = 10 ; level 3 (heavy damage) hit reaction animations in msec

HitReactionThreshold1 = 5.0 ; level 1 (light damage) threshold trigger
HitReactionThreshold2 = 100.0 ; level 2 (medium damage) threshold trigger
HitReactionThreshold3 = 300.0 ; level 3 (heavy damage) threshold trigger
End

Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter
SpecialPowerTemplate = SpecialAbilityToggleMounted
UpdateModuleStartsAttack = Yes
;InitiateSound =
StartsPaused = No
End
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle
SpecialPowerTemplate = SpecialAbilityToggleMounted
UnpackTime = 2000
PreparationTime = 1
PersistentPrepTime = 250
PackTime = 2000
OpacityTarget = .3 ; How see-thru to be at peak of change
AwardXPForTriggering = 0
End

;///////////////////
; AISpecialPowers
;///////////////////

Behavior = AISpecialPowerUpdate GondorFighterHordeStanceBattle
CommandButtonName = Command_SetStanceBattle
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEBATTLE
End

Behavior = AISpecialPowerUpdate GondorFighterHordeStanceAggressive
CommandButtonName = Command_SetStanceAggressive
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEAGGRESSIVE
End

Behavior = AISpecialPowerUpdate GondorFighterHordeHoldGround
CommandButtonName = Command_SetStanceHoldGround
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEHOLDGROUND
End


Behavior = AISpecialPowerUpdate GlorfindelToggleMountedAI
CommandButtonName = Command_MountHorseGlorfindel
SpecialPowerAIType = AI_SPECIAL_POWER_TOGGLE_MOUNTED
End

Behavior = AISpecialPowerUpdate BladeOfPurityAI
CommandButtonName = Command_SpecialAbilityGlorfindelBladeOfPurity
SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF
End

Behavior = AISpecialPowerUpdate WindRiderAI
CommandButtonName = Command_SpecialAbilityGlorfindelWindRider
SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF
End

Behavior = AISpecialPowerUpdate StarLightAI
CommandButtonName = Command_GlorfindelStarlight
SpecialPowerAIType = AI_SPECIAL_POWER_HEAL_AOE
End

Behavior = AutoHealBehavior ModuleTag_ElvenGiftHealing
StartsActive = No
TriggeredBy = Upgrade_ElvenGift
HealingAmount = ELVEN_GIFT_REGEN_AMOUNT
HealingDelay = ELVEN_GIFT_REGEN_DELAY
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End

Behavior = AttributeModifierUpgrade ModuleTag_ElvenGiftBonus
TriggeredBy = Upgrade_ElvenGift
AttributeModifier = SpellBookElvenGifts
End

Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryHeight = 25
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 20
ShadowSizeY = 20
ShadowTexture = ShadowI
End

______________________________________________



Could you now explain me what exactly to do in order to make the game display another image for this hero?
Thanks in advance and sorry for my misunderstanding.

#6 Ridder Geel

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Posted 03 September 2008 - 01:45 PM

HPfeanor
thats the portrait name, so you have to find or make it in \data\ini\mappedimages\ :thumbsupdrool:
if you are making it then you should define it in \data\ini\mappedimages\handcreated\handcreatedmappedimages.ini

I guess you want to make a new picture for him, so add this code to the bottom of the ini file i mentioned ^

MappedImage HPFeanor
  Texture = NoldorFeanorUI.tga;;The name of the picture you want it to be, make it the same style as the Glorfindel one!
  TextureWidth = 256
  TextureHeight = 256
  Coords = Left:0 Top:0 Right:192 Bottom:192
  Status = NONE
End

did you put the picture you want it to be changed into inside the correct folder?
example:
\art\compiledtextures\no\NoldorFeanorUI.tga
or inside:
\art\compiledtextures\nu\NoldorFeanorUI.tga

(depends on what you think is best, the most logical would be \no\ because thats how the name of the file starts :D )

Then add the files you edited/added to a big file and make sure you make an asset.dat and it should work :D
Ridder Geel

#7 Antis666

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Posted 03 September 2008 - 02:48 PM

yes but what must I do with the asset.dat?

#8 Ridder Geel

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Posted 03 September 2008 - 05:05 PM

put it in your 'mods' big file
Ridder Geel

#9 Antis666

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Posted 04 September 2008 - 09:33 AM

there isn't such a file. but i didn't mean that i meant what should i edit in the asset.dat?

#10 Ridder Geel

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Posted 04 September 2008 - 01:50 PM

you have to make a new asset.dat with the Assetbuilder program, who's link is in a post of mine up there :p
Ridder Geel

#11 Antis666

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Posted 05 September 2008 - 07:50 AM

yes but I'll tell you once again. what should I edit in the new asset.dat? is there anything I must change?

#12 Ridder Geel

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Posted 05 September 2008 - 03:41 PM

no not as far as i know... all you have to do is run it...
Ridder Geel

#13 Antis666

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Posted 07 September 2008 - 08:33 AM

run what?

#14 Ridder Geel

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Posted 07 September 2008 - 08:53 AM

run the asset builder:
http://www.the3rdage...tem-107?addview

it really shouldnt be too hard! :mellow:
Ridder Geel

#15 Antis666

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Posted 07 September 2008 - 08:56 AM

and then what should I do? (sorry I'm a noob)

#16 Ridder Geel

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Posted 07 September 2008 - 09:04 AM

... i have no idea...
lol :mellow:

I use EA's asset builder... there u have to make an asset.dat and put it in your Mod.BIG but i dont know how it works with this one...
I will have a look at it for you :)
Ridder Geel

#17 Antis666

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Posted 09 September 2008 - 10:07 AM

uummmmm I've been working for hours on this and it still shows a pink image. would u like to join the team and make it for me? (only the images I'll ask you). thanks in advance. I'll upload the files if you agree to join.

#18 Ridder Geel

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Posted 09 September 2008 - 12:42 PM

I wont 'join' the team, but if you need help with the images ill be glad to do it :p
All I ask of you is to give me credit for doing that ;)
Ridder Geel

#19 Antis666

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Posted 09 September 2008 - 06:30 PM

ok I'll add u to the credits but I'll give you tomorrow the files. I don't have 'em now into this pc. Anyway what name would you like to add to the credits? Ridder Geel?

#20 Ridder Geel

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Posted 09 September 2008 - 08:28 PM

Yeah, Ridder Geel will be good ;)
Ridder Geel




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