Change on Banner Carriers - help please
#1
Posted 15 August 2011 - 04:57 PM
I want to change the banners of Banner Carriers and put a glow onto them.
Well, this blue glow of the LAGondorBanner unit:
(no I'm not gonna mod the dwarf holds mod)
I put the glow of the numenorian banner carrier on the ranger banner carrier in RenX. After that, I looked for the texture of the glow, and attached it to the banner of the ranger banner carrier.
But when I was checking the Carrier in the W3D viewer, it looked like that:
What's missing?/what did I do wrong? Help plz
#2
Posted 15 August 2011 - 05:49 PM
The settings which you should change in the W3D Material editor in Renx are:
-[Pass 1]- [Vertex Material] Ambient: 0,0,0 (black) Diffuse: 0,0,0 (black) Specular: 0,0,0 (black) Emissive: 0,161,244 (light blueish color) (Stage 0 Mapping) Type: linear offset Args: UPerSec=0.1 VPerSec=-0.05 UScale=1.0 VScale=1.0 (Stage 1 Mapping) Type: linear offset Args: UPerSec=0.1 VPerSec=0.05 UScale=1.0 VScale=1.0 [Shader] (Blend) Blend Mode: Add (Blend(Custom)) Src: One Dest: One Write ZBuffer: Disable Alpha Test: Disable (Advanced) Pri Gradient: Modulate Sec Gradient: Disable Depth Cmp: Pass LEqual Detail Color: Scale Detail Alpha: Disable [Textures] Stage 0 Texture: Enable Texture: EXCloudRS05.tga
This should do most of the work. There is a tutorial on the3rdage.net on how to make the edges of the shape softer, right now all that I have given is the way to apply the texture, which should work.
The tutorial on the edge softening:
http://www.the3rdage...tem-309?addview
I hope this helps you!
#5
Posted 15 August 2011 - 07:16 PM
https://www.twitch.tv/vileartist - Yes shameless self-promotion
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"Old modders never die, they just fade away" ~ Hostile
#7
Posted 16 August 2011 - 01:17 AM
#8
Posted 16 August 2011 - 12:44 PM
#9
Posted 16 August 2011 - 01:10 PM
Edit: Picture of the ranger
Edited by Echo, 16 August 2011 - 01:17 PM.
#10
Posted 16 August 2011 - 01:33 PM
Then you export it to wherever.
Put it in your art file.
Create a new asset.dat file with all your art and that should be it.
I'm not an expert at art (mainly coding) but I think that is how it should go
#12
Posted 16 August 2011 - 01:45 PM
If you use the -mod command, which is explained in a tutorial on the3rdage.net, you need to put it in your .BIG file. (http://www.the3rdage...item-14?addview)
Otherwise if you directly "edit" bfme you would need to use SY's asset builder, unless i am mistaken, to merge your asset.dat with the one from the original game.
Hope that helps!
#13
Posted 16 August 2011 - 03:04 PM
I have checked your link, and I'm wondering; why do you have to download converted INI's?
And I don't know if I understood this instruction, but every time I open up the FinalBIG it takes about a minute until all the files are loaded by FinalBIG.
Sorry but I can't help asking so many question, I just don't know what to do now. ;/ Thanks for your patience with me.
Edited by Echo, 16 August 2011 - 03:05 PM.
#14
Posted 16 August 2011 - 04:09 PM
#16
Posted 16 August 2011 - 04:58 PM
#18
Posted 16 August 2011 - 05:11 PM
#20
Posted 16 August 2011 - 06:42 PM
1. If you've been editing the files in the BFME 1 game directory and have already modded some things. Then I suggest that you just don't bother with -mod command as it probably wont work right anyway.
2. The way -mod command works is, it allows the game itself to be un-edited and still run mods because it's running them from another location on your hard disk.
3. The reason you read that you need to download a .ini package is because in order for -mod command to work it needs certain edits done to the .ini files. And the .ini package has those done for you.
4. If you wanted to switch to -mod command now then you would need to re-install BFME to get a clean install. Meaning you would need to start over.
All of the above point to, not using -mod command. Unless you don't mind restarting your mod from scratch.
Since you probably wont be using -mod command, then you don't need to do anything special with the asset.dat. Just put it in your directory, by replacing the existing one. (Although you should make a backup in case the asset.dat isn't made correctly.It said in my tutorial that I have to put the asset.dat in my INI.big. Is that true, or do I have to do something with the existing asset.dat in my EA Games BfME folder?
If this doesn't work then we're here to help.
P.S. And I suggest switching to -mod command sometime in the future because the advantages far outweigh the disadvantages.
Edited by _Bender_, 16 August 2011 - 06:52 PM.
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