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*Kingeragon007*

Member Since 10 Aug 2008
Offline Last Active Sep 01 2010 01:38 PM

Topics I've Started

.bse files

16 February 2010 - 03:15 AM

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~~~~~~~~

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

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

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:
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:
Attached File  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 ~~~~~~~~~