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Getting edited models to work in the game


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#1 Rainwizard6

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Posted 01 August 2009 - 08:58 PM

I made a correction to the size of a weapon using renx and .w3d importer. I imported the _skn file, converted it to an editable mesh, made my correction, then bound it to the proper skeleton bone by bone. When I export the file as a .w3d and view it in the w3d viewer, it looks perfect, all the animations work and everything. I'm just not sure how to get this to work in the game now. I tried simply going into w3d.big, deleting the old _skn file, and replacing it with the one I edited having given it the same name. When the character spawns in the game, he's basically invisible. Theres that circle, and I can "walk" around. But its just invisible and the model doesn't show up. I believe I have done the editing part correctly as it works fine in the w3d viewer. Am I supposed to use an asset builder or something? Thanks.

#2 GothmogtheOrc

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Posted 02 August 2009 - 12:37 AM

:p Oops. Well I hope you have a backup of the original file since you really don't ever want to be deleting stuff from the original game. If not, you can probably grab that .big file off the CD/DVD.

To answer your question, yes you do need to use an asset builder and create a new asset.dat for your mod (small as it may be, it is still a mod). Then you'll need to find a way to get your mod read by the game. This tutorial should get you started: http://www.the3rdage...4?apage=16#page (page 3 in particular looks like it would be helpful).

I strongly suggest that you use the above method instead of directly editing the files in your main bfme directory. It is safer and if you do more advanced mods it makes things simpler later.

Edit: oh, and yes, it sounds like you did a good job with the model editing :p the issue is with getting the game to read it.

-Gto

Edited by GothmogtheOrc, 02 August 2009 - 12:38 AM.

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#3 Rainwizard6

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Posted 02 August 2009 - 01:12 AM

Thanks I will try that. My original files are fine too, I had them all backed up.

Edited by Rainwizard6, 02 August 2009 - 01:22 AM.


#4 Rainwizard6

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Posted 03 August 2009 - 02:45 AM

Okay, I've looked into this method and followed that tutorial along with the preparation of ini files to get this set up. I have my directory, and I've created a shortcut with the -mod command. However, when I run the shortcut, its almost as if it totally ignores the mod command as the game still uses the original .ini file. I'm not sure how this happened, but it did manage to work 1 time where it loaded the mod file instead of the original. I haven't been able to get that to happen again though.

#5 GothmogtheOrc

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Posted 03 August 2009 - 04:16 AM

You have your modFile.big in "My Battle for Middle-earth Files" folder right? And the shortcut target is correct (per the setting given in the tutorial)? And you have not extracted your original EA files right? (ie you do NOT have a folder called "data" or "art" in your main bfme directory. Or if you do, there are not any of the .ini or .w3d or .dds files that would be found in INI.big or Textures.big or W3D.big.... because if you extract the contents of the original .big files, they will be read over the mod files)

-Gto

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#6 Rainwizard6

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Posted 03 August 2009 - 04:44 AM

#1: I didn't have the mod folder let alone a .big file inside my bfme directory like you said. I was trying to reference it from a completely different folder.

#2: I had downloaded a pre-prepared .ini package that was for patch 1.03 and tried using it without having that patch installed.

I will create a new set of "macro modified" .ini files myself using 2playgames's macro re-name program, and the other things instructed in that tutorial as well. I will then put it in a .big file, and place it inside my bfme directory and try it. It sounds very promising, I guess I just read the tutorial totally wrong. I really appreciate you taking the time to help me and all, I think I'm pointed in the right direction now. I'll create an article or something if this works. Thank you. :p

Btw, ur mods are awesome ;)




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