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Change on Banner Carriers - help please


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#21 Echo

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Posted 16 August 2011 - 07:07 PM

Well, I have made a back-up of my INI.big and the other important files (W3D.big, textures.big). So I think if I replace the modified ones with the back-ups, the game is clean again. Or does it still require reinstallation?

PS: Yes it definitely IS frustrating, especially because I don't think anyone is persistent enough to guide me through that and I don't like asking so many questions. But I have to, because I just don't know how that stuff works.I just have to understand the mod command and the modelling for now, that would be more than enough. The last days I have tried a lot to put a unit into my game, all attempts failed... :facepalm:

Edited by Echo, 16 August 2011 - 07:08 PM.

26285.png


#22 Ganon

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Posted 16 August 2011 - 07:11 PM

Well, I have made a back-up of my INI.big and the other important files (W3D.big, textures.big). So I think if I replace the modified ones with the back-ups, the game is clean again. Or does it still require reinstallation?

That MIGHT work, but to be on the safe side, I personally would re-install.

And don't worry about asking too many questions. It's the only way to get help. :good:

Edited by _Bender_, 16 August 2011 - 07:12 PM.


#23 Echo

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Posted 16 August 2011 - 07:17 PM

Reinstall should be no problem, but how can I create a mod command?

Edited by Echo, 16 August 2011 - 07:18 PM.

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#24 Ganon

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Posted 16 August 2011 - 07:44 PM

Well, first make sure that you update to version 1.03 after installing.

Then download this INI package. (BFME - 1.03)
Then take the "ini" folder from the download and put it into a new folder named "Data".

Then, using Finalbig creat a new .big file and import the entire "Data" folder into it. (Edit > Add Directory)

And if you have any models or textures that aren't already in the vanilla version of the game. Then you would need to make new folders named "textures" and "w3d" for the textures and models respectively. And THOSE two folders would go into another folder named "Art" and the art folder would be imported to the .big of your mod.

Now then if you have you're .big set up. Move it to "C:\Users\"yourname"\AppData\Roaming\My Battle for Middle-earth Files"
That would be the path in Win Vista and Win7.

For Windows XP or older I think it's "C:\Users\"yourname"\Application Data\My Battle for Middle-earth Files" I could be wrong though, it's been a while. And it'll likely be a "Hidden Folder"

Now, after all of that is done. Make a new shortcut to the game and edit the "Properties".
In the "Target" line, add "-mod Mod.big" (Without the quotation marks)

For example, mine looks like this:
"C:\Program Files (x86)\EA GAMES\The Battle for Middle-earth (tm)\lotrbfme.exe" -mod AI.big
P.S. I realize most of this is covered in the tutorial, but you said the tutorial wasn't helping you, so I tried to go into more detail.

Edited by _Bender_, 16 August 2011 - 07:47 PM.


#25 Echo

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Posted 16 August 2011 - 08:22 PM

Thanks much, I think I can do that now. What about the asset.dat?

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#26 Ganon

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Posted 16 August 2011 - 08:30 PM

That would go into the mod .big all by itself. Not within any folders.

Edited by _Bender_, 16 August 2011 - 08:35 PM.


#27 Echo

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Posted 16 August 2011 - 08:51 PM

So, if I want to add a new skin and a texture I have to create an art folder that contains both w3d and textures, but don't I have to insert an asset.dat too?

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#28 Ganon

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Posted 16 August 2011 - 10:40 PM

Adding new art requires you to add the art and the asset.dat.

One advantage of -mod command is that you don't need to add vanilla art to the asset file.
I suggest using EA's asset builder.

They way I use it, is I put my "Art" folder into a new folder and put the assetbuilder.exe right beside it in this new folder, and then you just run it from there.
It's going to tell you that there are errors. That is to be expected because you don't have all the EA art in your art folder. And you don't need it.

-mod command reads your mod .big file first, then the game files so technically all the files will still be read when it comes time to play.

Edited by _Bender_, 16 August 2011 - 11:19 PM.


#29 Echo

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Posted 17 August 2011 - 01:25 AM

Ok,

I put the modified carrier into the big file, along with the texture and his moves (attack, death etcetc.), but all I can see now is a usual gondor ranger carrier that has no animations at all. T_T

What did I do wrong this time?

W3D view:

rangerbanner.JPG

In game: Just a normal ranger banner carrier without animations, sliding over the screen along with his horde :ermm:

Edited by Echo, 17 August 2011 - 01:31 AM.

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#30 Ganon

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Posted 17 August 2011 - 10:57 AM

Well, if it looks like that ingame. Then the good news is, it looks like you have -mod command set up correctly.
The bad news is, to me it looks like the model isn't rigged.

Did you add the blue glow thingy yourself, or is this someone else's model that you're planning on using for a personal mod?

#31 Echo

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Posted 17 August 2011 - 11:12 AM

It IS moving and has animations when I'm checking in the W3D too.ls, but... ahem... it is moving a 'little' strangely.. :p tbh it's hilarious :D

Could that be the reason?

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#32 Ganon

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Posted 17 August 2011 - 11:20 AM

Well, if "strangely" means something like one arm is going one way and the other is going the other way. And parts of the model look like they're stuck to other parts. Something along those lines, then it's rigged, but not rigged properly.

If you follow this tutorial step-by-step, you should be well on your way to getting the model working. :thumbsupsmiley:

Edited by _Bender_, 17 August 2011 - 11:29 AM.


#33 Echo

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Posted 17 August 2011 - 11:44 AM

haha I was exactly following this tutorial, but somehow I can't see all verticles because some are 'inside' the body and I gotta zoom in to see them. Then there is the problem with the banner... it isn't shown how to link that. I tried to check the different bones of the banner and connect them with their closest verticles. It turned out to be a big failure.

26285.png


#34 Ganon

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Posted 17 August 2011 - 01:17 PM

Yeah, every model has it's own ways to make rigging difficult. I personally have never rigged a banner carrier model. So i'm not much help there. You just have to keep tweaking different things and testing like the tutorial says.

And if you press F3, you can toggle the model between wireframe and regular. That really helps.

#35 Echo

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Posted 17 August 2011 - 03:01 PM

Yeah I'll just try it again. Btw, how can you seperate parts of a unit?

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#36 Ganon

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Posted 17 August 2011 - 03:04 PM

Uhm, I'm not sure whether you mean pieces that aren't attached, or if you mean cutting parts away that are part of the model.
But, here is a tutorial that should help you. ;)

#37 Echo

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Posted 17 August 2011 - 03:18 PM

Yeah I can remember that from another tutorial, thanks.

Edit: nvm. THIS problem is solved :D let me see if I can put it in this time..

Edit 2: Well, I am quite satisfied. I autolinked the ranger and at least he seems to do the animations well. The banner has to be linked manually though... and that's gonna be hard. Here 2 pictures:

rangerbannerbug.JPG

As you can see (I hope at least :p), the banner isn't in his left hand, it is floating in the air... and at the beginning of the banner (the green part), the banner looks broken..

Most importantly I'd like to ask, what do I have to connect here? There is a B_Banner bone but I can't find verticles that could match this bone.. Picture: (you can still see the left hand - bone of the skeleton of the ranger, rest is invisbled.)

rangerbanner.JPG

Edited by Echo, 17 August 2011 - 03:54 PM.

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#38 Ganon

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Posted 17 August 2011 - 03:57 PM

When you say "THIS" problem. Do you mean the box is visible?

Before you export, select the box, then click on the "Utilities" tab. (The one that has a pic of a hammer)
Then click on "W3D Tools", and then make sure the settings look like this:
Capture05.JPG

That will make the box invisible ingame and in the W3D Viewer.

Edited by _Bender_, 17 August 2011 - 03:58 PM.


#39 Echo

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Posted 17 August 2011 - 04:01 PM

Nah the problem was something else and the boundingbox ain't a problem now (i'll set this later). The only problem I have is this stupid banner (pictures in post #37).

Thanks for your continued help btw, I really appreciate that :)

Edited by Echo, 17 August 2011 - 04:03 PM.

26285.png


#40 Ganon

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Posted 17 August 2011 - 04:05 PM

Export the geometry on what? You said the bounding box isn't a problem anymore...?

And for the banner, I think the entirety of the pole should be bound to "B_Banner" and then you'll have to figure out how best to rig the flag.

Thanks for your continued help btw, I really appreciate that :)

Well, I've spent some time here at T3A in the past, and one thing that really hurts activity here the most in my opinion is when newcomers can't get the help they need. They seem to lose interest and stop coming here altogether. :sleep:

Edited by _Bender_, 17 August 2011 - 07:18 PM.





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