Hi, i've just installed tbfn mod and i saw that gondor fighters dont have shields . i dont kown how to work with textures so if anyone knows how to retexture them vanilla tell me pls.
Gondor fighter missing shield
#1
Posted 15 February 2015 - 01:20 PM
#2
Posted 16 February 2015 - 04:04 AM
That could be one of a few things.
- Does the model have a shield? The mod could have a new model for the Gondor fighter and this model does not have a shield.
- Is the shield pink? The mod or at least your copy of it might have a missing texture or the wrong asset.dat
- Has it been coded out? With a hide sub object or something?
To fix this you could
- code in the vanilla Gondor fighter
- get a Gondor fighter shield texture and put it in
Edited by MattTheLegoman, 16 February 2015 - 04:11 AM.
Remember that all worlds draw to an end and that noble death is a treasure which no one is too poor to buy. - C.S. Lewis
There will come a time when you believe everything is finished. That will be the beginning. - Louis L'Amour
What will matter then will be people. If relationships will matter most then, shouldn't they matter most now? - Max Lucado
#3
Posted 16 February 2015 - 12:30 PM
i think that the vanilla model is changed because in object's ini it has the vanilla model GumAArms_SKN and i dont know what to code in the vanilla Gondor fighter or how to get a Gondor fighter shield texture and put it in because i dont know where are the vanilla models so please be more specific
#4
Posted 17 February 2015 - 04:42 AM
Okay, you will have to extract the vanilla game's textures and .w3d models by opening the .big files in the program folder and extracting all to a folder of your choosing. Then find the gondor soldier (it will be in the extracted folder called gu). Past that I can't really help you.
Remember that all worlds draw to an end and that noble death is a treasure which no one is too poor to buy. - C.S. Lewis
There will come a time when you believe everything is finished. That will be the beginning. - Louis L'Amour
What will matter then will be people. If relationships will matter most then, shouldn't they matter most now? - Max Lucado
#5
Posted 17 February 2015 - 01:38 PM
thks for reply i extracted all textures and w3d files and i didnt find gumaarms_skn i found only a few useless _skn files so i dont know where are all of them
#6
Posted 17 February 2015 - 01:59 PM
i found out that in bfme2's w3d.big file is gumaarms_skn but when i put it in w3d.big file in rotwk gondor fighters were the same i canged its name and no texture fighers resulted i dont know what to believe my bfme 2 isnt modded so gondor fighters must be vanilla but i dont know why it didnt work
#7
Posted 17 February 2015 - 02:32 PM
Well basically you're modding a mod so you're going to need to update the mod's asset.
Remember that all worlds draw to an end and that noble death is a treasure which no one is too poor to buy. - C.S. Lewis
There will come a time when you believe everything is finished. That will be the beginning. - Louis L'Amour
What will matter then will be people. If relationships will matter most then, shouldn't they matter most now? - Max Lucado
#8
Posted 17 February 2015 - 03:23 PM
what contains mod's asset and why to update it i dont think that the mod is updating anymore
#9
Posted 18 February 2015 - 03:59 PM
i cant understand where are the vanilla _SKN files that the game uses because they are not in w3d.big in rotwk but in w3d.big from bfme2 are.
#10
Posted 18 February 2015 - 07:20 PM
That's where they are used from
#11
Posted 19 February 2015 - 12:53 PM
i was thinking about that so why does my gondor fighter has another skin if the vanilla skin is Gumaarms_SKN and the object uses Gumaarms_skn which is not changed from vanilla.
#12
Posted 19 February 2015 - 06:22 PM
Is the model different? Or simply the texture? And most likely either the mod changed the model or they hid the shield through a upgrade or through the lua scripts.
#13
Posted 20 February 2015 - 11:52 AM
i dont realy know whats the difference between model and texture the man has a different armor and i dont think the the shild is hid by an upgrade but the lua script thing is possible how can i solv it in any of these casese anyway?
#14
Posted 20 February 2015 - 11:58 AM
uhh... its in the scripts folder when you have an extracted ini. There should be something like scriptedevents.xml (or something like that, all i remember is its an xml, at work right now so cant check)
Then you need to find the one which the unit uses, and take a look at the OnCreate (or something like that) function.
This you can then find in the... scripts.lua (or the lua file, if this apparently is not the name ), the function name that is in the xml
In there should be some sort of hide permanently line of code with your shield subobject
- grunshac likes this
#15
Posted 20 February 2015 - 01:30 PM
Solved !!!!! I had to delete some lines in scripts.lua at gondorfighter and remain like this :
ObjectHideSubObjectPermanently( self, "Forged_Blade", true )
ObjectHideSubObjectPermanently( self, "Hammer1", true )
ObjectHideSubObjectPermanently( self, "Glow", true )
ObjectHideSubObjectPermanently( self, "Glow1", true )
The shield was hid.Thks a milion Ridder Geel !!
Edited by grunshac, 20 February 2015 - 01:49 PM.
#16
Posted 20 February 2015 - 01:59 PM
i have another problem here http://forums.revora...9-rotwk-map-ai/if you want to help me more
#17
Posted 21 February 2015 - 12:40 PM
Ghehe, yea if you need more help there post, I see you have been pointed in the right direction already
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