Jump to content


Photo

Change on Banner Carriers - help please


  • Please log in to reply
92 replies to this topic

#1 Echo

Echo

    T3A:Online

  • T3A Staff
  • 1,069 posts
  • Location:Germany
  • Projects:Lot3A
  •  ~~
  • Division:BFME
  • Job:T3A Moderator
  • Donated

Posted 15 August 2011 - 04:57 PM

Hi :p

I want to change the banners of Banner Carriers and put a glow onto them.

Well, this blue glow of the LAGondorBanner unit:

bannerglow.JPG
(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.

BannerCarrierRenX.JPG

But when I was checking the Carrier in the W3D viewer, it looked like that:

BannerCarrierW3DViewer.JPG


What's missing?/what did I do wrong? Help plz :)

26285.png


#2 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 15 August 2011 - 05:49 PM

You need to edit the material.
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!
Ridder Geel

#3 Echo

Echo

    T3A:Online

  • T3A Staff
  • 1,069 posts
  • Location:Germany
  • Projects:Lot3A
  •  ~~
  • Division:BFME
  • Job:T3A Moderator
  • Donated

Posted 15 August 2011 - 06:20 PM

I'm going to try that right away, thanks! :)

26285.png


#4 Echo

Echo

    T3A:Online

  • T3A Staff
  • 1,069 posts
  • Location:Germany
  • Projects:Lot3A
  •  ~~
  • Division:BFME
  • Job:T3A Moderator
  • Donated

Posted 15 August 2011 - 07:13 PM

Can I somehow save the glow file and put it on other banner carriers or do I have to do this progress on all the different banner carriers over and over again?

26285.png


#5 Kwen

Kwen

    Vileartist

  • T3A Staff
  • 4,865 posts
  • Location:Korea I wish
  • Projects:It'sa secreeet
  •  T3A's First N00b
  • Division:BFME
  • Job:T3A Expert
  • Donated

Posted 15 August 2011 - 07:16 PM

What you can do, is to delete everything but the glow part, and have it all set up properly. Then merge the scene with another scene that you want the glow effect in. I don't know if that will work the way you want, but it's worth a shot.

                           https://www.twitch.tv/vileartist - Yes shameless self-promotion

          ----------------------------------------------------------------------------------------------------------------------

                            "Old modders never die, they just fade away" ~ Hostile


#6 Echo

Echo

    T3A:Online

  • T3A Staff
  • 1,069 posts
  • Location:Germany
  • Projects:Lot3A
  •  ~~
  • Division:BFME
  • Job:T3A Moderator
  • Donated

Posted 15 August 2011 - 07:41 PM

Ah I see what you mean. ;) That's it basically, thanks for those fast responses :)

26285.png


#7 Echo

Echo

    T3A:Online

  • T3A Staff
  • 1,069 posts
  • Location:Germany
  • Projects:Lot3A
  •  ~~
  • Division:BFME
  • Job:T3A Moderator
  • Donated

Posted 16 August 2011 - 01:17 AM

I'm sorry to doublepost/bump again, but the model isn't showing up.I created the asset.dat for the gondor ranger banner carrier and I put the files in the INI.big aswell. All I changed was the skin settings for the ranger banner carrier in the 'Object GondorBanner' tab, I changed the skin name from the default one to the name of my custom skin.Is there anything else I have to change?

26285.png


#8 Unknown

Unknown

    title available

  • Hosted
  • 1,314 posts
  • Location:England
  • Projects:Work
  •  I changed

Posted 16 August 2011 - 12:44 PM

If you edited the mdoel in Renx/3DS Max, then you need to bind it or rig it as they call it ;)

#9 Echo

Echo

    T3A:Online

  • T3A Staff
  • 1,069 posts
  • Location:Germany
  • Projects:Lot3A
  •  ~~
  • Division:BFME
  • Job:T3A Moderator
  • Donated

Posted 16 August 2011 - 01:10 PM

you mean connecting the different parts/vehicles/bones? If you mean that, I have done that. And even if I did it wrong, shouldn't the skin still show up in game? It is just an invisible banner carrier that shows up in game right now. And what does 'rig' mean?`I think I did something wrong in the asset.dat, but that could be because I havn't really understood what I have to do. (I read a tutorial for BfME 2 modding, but I'm modding BfME 1, so some information in the tutorial could be unfitting)

Edit: Picture of the ranger

rangerNOW.JPG

Edited by Echo, 16 August 2011 - 01:17 PM.

26285.png


#10 Unknown

Unknown

    title available

  • Hosted
  • 1,314 posts
  • Location:England
  • Projects:Work
  •  I changed

Posted 16 August 2011 - 01:33 PM

Basically when you're finished with a model that has a SKL, then you must bind it correctly (also known as rigging, it's the same thing).
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 :p

#11 Echo

Echo

    T3A:Online

  • T3A Staff
  • 1,069 posts
  • Location:Germany
  • Projects:Lot3A
  •  ~~
  • Division:BFME
  • Job:T3A Moderator
  • Donated

Posted 16 August 2011 - 01:40 PM

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?

26285.png


#12 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 16 August 2011 - 01:45 PM

That depends on how your mod works...
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!
Ridder Geel

#13 Echo

Echo

    T3A:Online

  • T3A Staff
  • 1,069 posts
  • Location:Germany
  • Projects:Lot3A
  •  ~~
  • Division:BFME
  • Job:T3A Moderator
  • Donated

Posted 16 August 2011 - 03:04 PM

I'm a little confused now... I have read 3 different ways of creating a mod command.

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.

26285.png


#14 Unknown

Unknown

    title available

  • Hosted
  • 1,314 posts
  • Location:England
  • Projects:Work
  •  I changed

Posted 16 August 2011 - 04:09 PM

Okay then, first question, are you modding for Bfme1 or Bfme 2/RotWK?

#15 Echo

Echo

    T3A:Online

  • T3A Staff
  • 1,069 posts
  • Location:Germany
  • Projects:Lot3A
  •  ~~
  • Division:BFME
  • Job:T3A Moderator
  • Donated

Posted 16 August 2011 - 04:31 PM

BfME 1 :)

26285.png


#16 Unknown

Unknown

    title available

  • Hosted
  • 1,314 posts
  • Location:England
  • Projects:Work
  •  I changed

Posted 16 August 2011 - 04:58 PM

Okay, then make an asset.dat file and put it into your .big file when you want to play or test out the mod. Not the INI.big, the (your mods name).big file ;)

#17 Echo

Echo

    T3A:Online

  • T3A Staff
  • 1,069 posts
  • Location:Germany
  • Projects:Lot3A
  •  ~~
  • Division:BFME
  • Job:T3A Moderator
  • Donated

Posted 16 August 2011 - 05:06 PM

As I said, I'm still unsure if I did the correct type of mod command. My current one takes about a minute to load and even longer to save. :/

26285.png


#18 Unknown

Unknown

    title available

  • Hosted
  • 1,314 posts
  • Location:England
  • Projects:Work
  •  I changed

Posted 16 August 2011 - 05:11 PM

Check some tutorials then :p

#19 Echo

Echo

    T3A:Online

  • T3A Staff
  • 1,069 posts
  • Location:Germany
  • Projects:Lot3A
  •  ~~
  • Division:BFME
  • Job:T3A Moderator
  • Donated

Posted 16 August 2011 - 05:16 PM

Read post #13. ;) I have checked several, but all were different. If I want to add a new faction and new skins, what files do I have to change/combine in the mod command?

Edited by Echo, 16 August 2011 - 05:17 PM.

26285.png


#20 Ganon

Ganon

    What's this?

  • Project Team
  • 967 posts
  • Location:Ohio, United States
  • Projects:My Link Mod
  •  Code Scientist

Posted 16 August 2011 - 06:42 PM

I'll see if I can clear some things up, as I'm sure you're getting very frustrated with all these different tutorials that just make you go in circles, if you're new to this. :p

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.

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?

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.

If this doesn't work then we're here to help. :thumbsupsmiley:

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.





0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users