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Change on Banner Carriers - help please


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#81 Echo

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Posted 21 August 2011 - 02:11 AM

I have the official walkthrough/strategy guide of Battle for Middle Earth 1 (I bought it back then when the game was published) and you can clearly see those glowing banners in the walkthrough. My guess was that maybe they just disabled them?


I don't know anything about all that. I suppose it's possible.


Have you ever watched the battle school in BfME 1? In the 'Veterancy' tab, you can see this glow, too.

Can anyone tell me how to change the size of objects in RenX plz? I tried to use the "Select and uniform scale" option but when I checked the object in the W3D viewer, it turned back to normal size...

Help is appreciated. :)

Edited by Echo, 21 August 2011 - 10:27 PM.

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#82 Ganon

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Posted 22 August 2011 - 01:27 AM

Can anyone tell me how to change the size of objects in RenX plz? I tried to use the "Select and uniform scale" option but when I checked the object in the W3D viewer, it turned back to normal size...


All I can say, is that this happened to me once.
I ended up editing the mesh, by moving some vertices around.

Luckily it was a simple edit. :p

Edited by _Bender_, 22 August 2011 - 12:27 PM.


#83 Echo

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Posted 22 August 2011 - 02:02 AM

Is this caused by the object itself or is it a simple bug of RenX?

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#84 Ridder Geel

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Posted 22 August 2011 - 11:46 AM

Does the W3D viewer not simply center on the object and get it in the center of the screen? making it seem like the object has not been changed in scale?
At least that's what i have experienced a fair amount of times if i am not mistaken...
If you compare the object you scale to another object in the scene, then you should simply edit the mesh and scale by selecting the vertices or a similar method, it should work.

Edited by Ridder Geel, 22 August 2011 - 11:47 AM.

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#85 Echo

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Posted 22 August 2011 - 12:35 PM

I have already modified the object with Vertex Paint and when I select "Editable Mesh" the Vertex Paint simply wears off.

And I am 100%ly sure that the object turned back to normal size. ;/

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#86 Echo

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Posted 23 August 2011 - 04:20 PM

I'm so frustrated... if I select "Export using existing skeleton", all scaled objects turn back to normal. If I don't select it, the object is invisible in-game, but the W3D viewer shows the scaled object this time. Is all this caused by the skeleton of the banner carrier, and if yes, is there anything I could do? :ermm:

Edited by Echo, 23 August 2011 - 04:21 PM.

26285.png


#87 Ganon

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Posted 23 August 2011 - 04:56 PM

Are you scaling the mesh after you rig it?
If so that could be the problem.

And I'm not sure what Vertex Paint is, but I use "Edit Mesh" to edit my geometry pieces.

Edited by _Bender_, 23 August 2011 - 04:58 PM.


#88 Echo

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Posted 23 August 2011 - 05:09 PM

I painted the object and scaled it beforehand.

Now I don't know what you mean if you say you always use "Edit Mesh" for Vertex paint, those are my settings though:

vertex.JPG

But now that you mention it, I think I know what causes the problem. I can't rig my object at all, since it has no bones..

26285.png


#89 Echo

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Posted 01 September 2011 - 03:58 PM

I was just checking the original numenorian banner carrier and I wonder if there is a way to export the mesh out of the original object and import it in mine?

knightbanner.JPG

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#90 Ganon

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Posted 01 September 2011 - 07:24 PM

If you still have the Max or Gmax project file from when you were rigging that, then yes.

Simply open it up, delete the glow object, and hide everything else. Then import the Numenorean model and hide the glow object, and delete everything that's left onscreen.

Doing it this way means you will only have to rig the new glow object. :thumbsupsmiley:

...

However if you don't have your old project files then you'll have to rig the entire model all over again if you want to switch glow objects.

#91 Echo

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Posted 02 September 2011 - 10:30 PM

I tried it like this and it didn't seem to work.

However, I tried something else and it worked well until a certain point..

It looked like that in the W3D viewer:
knightbanner.JPG

In order to scale the object I had to bind the mesh to a WWSkin again

After that, the intensity of the glow was immensely reduced, and it looked like that:
VorratslagerFML3.JPG


Is there a way to avoid the loss of intensity?

26285.png


#92 Ganon

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Posted 02 September 2011 - 11:10 PM

Select the mesh and press 'M' on your keyboard.

It'll bring up the material changer. From there you can play with the settings.
This may help you get the hang of it. (Page 3)

Edited by _Bender_, 02 September 2011 - 11:11 PM.


#93 Echo

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Posted 06 September 2011 - 01:36 AM

I'm not yet satisfied with my work and I coudln't find a way to fix it, therefore I have to ask here again.

I want to make the outer glowing of the object very weak, yet I don't want the inner glow to become weaker. Vertex paint automatically makes the inner glow weaker or cuts something away so that the glow looks snatchy. Can I somehow manipulate the glow so that I can change the above-named without (Vertex Paint)?

sshot0139.JPG

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