Hello all,
Ok ive created a harad faction for my mod. i've created all the units and buildings except the fortress. So i know i will need to create some .bse files.... right? So i've gained acess to the ROTWK .bse files and now i have some questions. I kind of understand the .bse files... but how do i make .bse files if i have custom buildings and buildplots that i made? i know how to edit existing ones because i just move around stuff or add buildings. but what do i do for my custom buildings and buildplots? Is there a way to code it in by hand or maybe adding my buildings and buildplots to worldbuilder?
Thanks,
Kingeragon007~~~~~~~~
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*Kingeragon007*
Member Since 10 Aug 2008Offline Last Active Sep 01 2010 01:38 PM
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.bse files
16 February 2010 - 03:15 AM
Renx Problem:
15 February 2010 - 10:20 PM
For some odd reason, i can no longer open the Renegade Material Editor and i don't know why. The gmax material editor is assigned to "M" so i don't think thats the problem. Anyone know whats the problem or what i can do to fix it?
Thanks,
Kingeragon007
Thanks,
Kingeragon007
RenX/modeling-skining problem.
23 July 2009 - 10:31 PM
Ok heres my Problem:
I've been working on an arnor faction and i was planing on using some of the civilian buildings as a base but when i try to apply the Skin, the model just turns white, and the skin never appears. Now i've noticed that all models that are white to start with when i import them work just fine, and the ones that come in different colors, dont work. And these civilian buildings come imported as different colors. O and when i select the UVW map, the skin does appear but its all over the place, in the wrong spot, and its really blurry.
So does anyone know whats going on or what i should do?
Thanks,
Kingeragon007
I've been working on an arnor faction and i was planing on using some of the civilian buildings as a base but when i try to apply the Skin, the model just turns white, and the skin never appears. Now i've noticed that all models that are white to start with when i import them work just fine, and the ones that come in different colors, dont work. And these civilian buildings come imported as different colors. O and when i select the UVW map, the skin does appear but its all over the place, in the wrong spot, and its really blurry.
So does anyone know whats going on or what i should do?
Thanks,
Kingeragon007
ini help! having trouble with a new wizard power.
16 July 2009 - 09:07 PM
OK first off, this ini file is for my map, not a mod. If that helps at all. But from my experience, that shouldnt matter at all. (It just limits my options and capabilities)
So i've been wanting to make a new power for a wizard. One which basically makes it rain fire in a certain area.
So i thought i could just have like the corsairs of umbar's fire bombs fall from the sky. And so i just used the Create A Hero's bombard power as a base and kind of just changed it from there.
So heres what i've done so far:
Sorry for having some much code there.
But anyway, it loads just fine and i can use the power, but the fire bombs dont fire from the sky or anything. they just pop up, one by one, on the ground. there isnt any FX's either. and the fire bombs just stay on the ground for forever.
Heres a pic to explain better:
rainoffire.jpg 433.48KB 23 downloads
So hopefully, someone can help me out. Cause im stumped.
Thanks,
Kingeragon007
So i've been wanting to make a new power for a wizard. One which basically makes it rain fire in a certain area.
So i thought i could just have like the corsairs of umbar's fire bombs fall from the sky. And so i just used the Create A Hero's bombard power as a base and kind of just changed it from there.
So heres what i've done so far:
FXParticleSystem BalrogSummonExplosionWave System Priority = VERY_LOW_OR_ABOVE ParticleName = EXLnzFlar2.tga Lifetime = 22 22 SystemLifetime = 100 SortLevel = 1 Size = 5 5;50 50 StartSizeRate = 4 4 BurstCount = 1 1 IsGroundAligned = Yes End Color = DefaultColor Color1 = R:255 G:146 B:72 0 Color2 = R:0 G:0 B:0 22 ColorScale = -5 0 End Update = DefaultUpdate SizeRate = 20 20 SizeRateDamping = 0.97 0.97 AngularDamping = 1 1 AngularDampingXY = 1 1 End Physics = DefaultPhysics VelocityDamping = 0.8 0.8 End EmissionVelocity = OutwardEmissionVelocity End EmissionVolume = PointEmissionVolume End Draw = DefaultDraw End End ;------------------------------------------------------------------------------ FXParticleSystem BalrogSummonScatterFire System Priority = HIGH_OR_ABOVE ParticleName = EXLnzFlar2.tga PerParticleAttachedSystem = BalrogSummonSmoke Lifetime = 150 300 SystemLifetime = 100 SortLevel = 1 BurstDelay = 10 10 BurstCount = 1 1 IsGroundAligned = Yes End Color = DefaultColor Color2 = R:234 G:164 B:0 50 Color3 = R:125 G:30 B:2 200 Color4 = R:0 G:0 B:0 300 End Alpha = DefaultAlpha Alpha2 = 0.1 0.1 50 Alpha3 = 0 0 300 End Update = DefaultUpdate SizeRateDamping = 1.01 1.01 AngleZ = 1 -1 AngularDamping = 1 1 Rotation = ROTATE_Z AngularDampingXY = 1 1 End Physics = DefaultPhysics VelocityDamping = 1 1 End EmissionVelocity = HemisphericalEmissionVelocity End EmissionVolume = CylinderEmissionVolume Radius = 5;70 End Draw = DefaultDraw End End ;------------------------------------------------------------------------------ FXList FX_BalrogSummoningFinish ParticleSystem Name = BalrogSummonExplosionWave Offset = X:0.0 Y:0.0 Z:2.0 End ParticleSystem Name = BalrogSummonScatterFire Offset = X:0.0 Y:0.0 Z:2.0 InitialDelay = 25000 25000 UNIFORM ;In milliseconds End End ;------------------------------------------------------------------------------ SpecialPower SpecialAbilityCreateAHeroBombard_Level3 Enum = SPECIAL_SPELL_BOOK_BOMBARD ReloadTime = 10000 ;240000 RadiusCursorRadius = CREATE_A_HERO_BOMBARD_RADIUS_L3 ;InitiateAtLocationSound = CaH_DwarfBombardStartMS End ;------------------------------------------------------------------------------ ObjectCreationList OCL_CreateAHeroBombardSeed_Level3 CreateObject ObjectNames = SpellBookBombardSeed Count = 40;CREATE_A_HERO_BOMBARD_COUNT_L3 SpreadFormation = Yes MinDistanceAFormation = 10.0 MinDistanceBFormation = 200;CREATE_A_HERO_BOMBARD_RADIUS_L3 MaxDistanceFormation = 200;CREATE_A_HERO_BOMBARD_RADIUS_L3 End End ;------------------------------------------------------------------------------ Weapon BombardPhaseInitialWeapon RadiusDamageAffects = ENEMIES NEUTRALS FireFX = FX_BarrageMeteorStart ; LuaEventNugget ; Sends a lua script event out ; LuaEvent = BeUncontrollablyAfraid ; Radius = 10;200 ; SendToEnemies = Yes ; SendToAllies = No ; SendToNeutral = Yes ; End End ;------------------------------------------------------------------------------ Weapon BombardProjectileWeapon RadiusDamageAffects = ENEMIES NEUTRALS ;ALLIES ; FireFX = FX_BombardPhaseOne DamageNugget Damage = 40;400 DamageScalar = 50% NONE +COMMANDCENTER Radius = 5;100 DelayTime = 0 DamageType = SIEGE DeathType = NORMAL End MetaImpactNugget ShockWaveAmount = 15.0 ShockWaveTaperOff = 1.0 ShockWaveRadius = 5 End End ;------------------------------------------------------------------------------ FXList FX_BarrageMeteorStart Sound Name = ImpactOilBarrel;SpellBarrageMeteorFlybys End End ;------------------------------------------------------------------------------ Object CorsairFireBombProjectile ; *** ART Parameters *** ReplaceModule ModuleTag_Draw Draw = W3DScriptedModelDraw ModuleTag_Draw1 DefaultModelConditionState Model = NONE End IdleAnimationState Animation = EXFIREBOMB AnimationName = RainOfFire;EXFIREBOMB.EXFIREBOMB AnimationMode = LOOP AnimationSpeedFactorRange = 0.9 0.9 ; this should make it go slow End End End End ReplaceModule ModuleTag_Draw2 Draw = W3DStreakDraw ModuleTag_Draw21 Length = 8 Width = 4 NumSegments = 3 Color = R:255 G:220 B:200 Texture = EXFireScroll3.tga ;EXArrowStreakFire.tga End End ; *** AUDIO Parameters *** ; ***DESIGN parameters *** EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Armor = NoArmor End ; *** ENGINEERING Parameters *** KindOf = IMMOBILE UNATTACKABLE INERT NO_COLLIDE INERT_SHROUD_REVEALER ShroudClearingRange = 100 ReplaceModule ModuleTag_03 Body = ActiveBody ModuleTag_031 MaxHealth = 100.0 End End ReplaceModule ModuleTag_04 Behavior = DestroyDie ModuleTag_041 ;nothing End End ReplaceModule ModuleTag_05 Behavior = BezierProjectileBehavior ModuleTag_051 FirstHeight = 50 SecondHeight = 50 FirstPercentIndent = 20% SecondPercentIndent = 90% GroundHitFX = FX_CorsairFireBombProjectileExplosion CurveFlattenMinDist = 0.0 End End AddModule Behavior = SlowDeathBehavior ModuleTag_061 DeathTypes = ALL FX = FINAL FX_BalrogSummoningFinish;FX_BombardExplosion End End AddModule Behavior = FireWeaponUpdate ModuleTag_DamageHandler1 FireWeaponNugget WeaponName = BombardPhaseInitialWeapon FireDelay = 0 OneShot = Yes End FireWeaponNugget WeaponName = BombardProjectileWeapon FireDelay = 600 OneShot = Yes End End End End ;------------------------------------------------------------------------------ Object SpellBookBombardSeed ReplaceModule ModuleTag_Draw Draw = W3DScriptedModelDraw ModuleTag_Draw1 DefaultModelConditionState Model = None End End End KindOf = IMMOBILE UNATTACKABLE TAINTEFFECT ReplaceModule ModuleTag_MakesKillWork Body = ActiveBody ModuleTag_MakesKillWork1 MaxHealth = 1 End End ReplaceModule ModuleTag_Lifetime Behavior = LifetimeUpdate ModuleTag_Lifetime1 MinLifetime = 0 MaxLifetime = 6000 End End ReplaceModule ModuleTag_SpawnRealTree Behavior = SlowDeathBehavior ModuleTag_SpawnRealTree1 OCL = FINAL OCL_SpellBookBombardProjectile End End End ;------------------------------------------------------------------------------ ObjectCreationList OCL_SpellBookBombardProjectile CreateObject ObjectNames = CorsairFireBombProjectile;SpellBookBombardProjectile Disposition = RELATIVE_ANGLE USE_WATER_SURFACE DispositionAngle = 0 IssueMoveAfterCreation = No IgnoreAllObjects = Yes ForbiddenUpgrades = Upgrade_AllFactionUpgrade End End ;------------------------------------------------------------------------------ Weapon CreateAHeroBombardWeapon AttackRange = 300 WeaponSpeed = 801 HitPercentage = 100 DelayBetweenShots = 2000 PreAttackDelay = 400 PreAttackType = PER_SHOT FiringDuration = 1100 AntiAirborneVehicle = Yes AntiAirborneMonster = Yes RadiusDamageAffects = ENEMIES NOT_SIMILAR WeaponOCLNugget WeaponOCLName = OCL_CreateAHeroBombardSeed_Level3 End End ;------------------------------------------------------------------------------ ExperienceLevel SarumanLevel2 TargetNames = IsengardSaruman RequiredExperience = SARUMAN_LVL2_EXP_NEEDED ExperienceAward = SARUMAN_LVL2_EXP_AWARD Upgrades = Upgrade_CreateAHeroBombard_Level3 AttributeModifiers = HeroLevelUpDamage1 Rank = 2 LevelUpFx = FX:GandalfLevelUp1FX SelectionDecal Texture = decal_hero_evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelectedUnits = 40 End End ;------------------------------------------------------------------------------ CommandButton Command_CreateAHero_Bombard_Level3 Command = SPECIAL_POWER SpecialPower = SpecialAbilityCreateAHeroBombard_Level3 Options = NEED_TARGET_POS TextLabel = CONTROLBAR:CAH_Bombard_Level3 ButtonImage = SBGood_Bombard ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipCAH_Bombard_Level3 RadiusCursorType = RainOfFireRadiusCursor CursorName = AttackObj InvalidCursorName = GenericInvalid InPalantir = Yes End ;------------------------------------------------------------------------------ CommandSet NewSarumanCommandSet 1 = Command_ToggleStance 2 = Command_CreateAHero_Bombard_Level3 12 = Command_CaptureBuilding 13 = Command_AttackMove 14 = Command_Stop End ;------------------------------------------------------------------------------ AddModule Behavior = UnpauseSpecialPowerUpgrade ModuleTag_CreateAHeroBombard_Level3 SpecialPowerTemplate = SpecialAbilityCreateAHeroBombard_Level3 TriggeredBy = Upgrade_CreateAHeroBombard_Level3 End End AddModule Behavior = SpecialPowerModule ModuleTag_CreateAHeroBombardStarter_Level3 SpecialPowerTemplate = SpecialAbilityCreateAHeroBombard_Level3 UpdateModuleStartsAttack = Yes StartsPaused = Yes End End AddModule Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_CreateAHeroBombardUpdate_Level3 SpecialPowerTemplate = SpecialAbilityCreateAHeroBombard_Level3 WhichSpecialWeapon = 3 SkipContinue = Yes UnpackTime = 900 PreparationTime = 1 PersistentPrepTime = 1500 PackTime = 1100 FreezeAfterTriggerDuration = 2500 ; make sure we can't move immediately after. AwardXPForTriggering = 0 StartAbilityRange = 300.0 MustFinishAbility = Yes SpecialWeapon = CreateAHeroBombardWeapon End End
Sorry for having some much code there.
But anyway, it loads just fine and i can use the power, but the fire bombs dont fire from the sky or anything. they just pop up, one by one, on the ground. there isnt any FX's either. and the fire bombs just stay on the ground for forever.
Heres a pic to explain better:
rainoffire.jpg 433.48KB 23 downloads
So hopefully, someone can help me out. Cause im stumped.
Thanks,
Kingeragon007
Exporting Buildings from RenX
16 March 2009 - 10:48 PM
Hello all,
Its been awhile sence i've exported a building so i can't remeber how to do it.
I just exported it as a normal Hierarchal Model and with no SKL.
But when i open it up in W3D, nothing happens. Theres no texture models, no model files, nothing.
So does anyone know what i have to do?
O and its ROTWK but i guess it doesnt really matter.
Thanks,
Kingeragon007 ~~~~~~~~~
Its been awhile sence i've exported a building so i can't remeber how to do it.
I just exported it as a normal Hierarchal Model and with no SKL.
But when i open it up in W3D, nothing happens. Theres no texture models, no model files, nothing.
So does anyone know what i have to do?
O and its ROTWK but i guess it doesnt really matter.
Thanks,
Kingeragon007 ~~~~~~~~~
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