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Retain textures when importing for BFME2 models

Avatar of robnkarla

robnkarla

Category: Other
Level: Expert
Created: Thursday August 23, 2007 - 11:40
Updated: Tuesday March 31, 2009 - 9:08
Views: 8625
Summary: How to keep the texture mapping for BFME2 models without re-mapping.

Rating

Staff says

4.6

Members say

4.0

Average

4.3/5.0

17 votes

Page 1 2 3 4 5
Introduction

One of the things that has continually been a frustration when modding BFME2 is that the mapping for most of the buildings is not retained when you try to import the .w3d file into RenX or elsewhere, meaning that in order to modify/animate the buildings you have to go through the arduous task of re-mapping the whole thing. Well I'm happy to say you no longer have to re-map the buildings!

With the fantastic help from Crashdoc who came up with this technique, this article will walk you though how to edit your .w3d file to retain its mapping upon import.

What you will need:
XVI32 (Hex Editor)
wdump (Renegade Public Tool that comes with RenX)
RenX
w3d importer
gimp/photoshop (to create convert .dds to .tga)

In this article we will also be using the following two files as we make the harad church building modifiable to be used as a Fortress base for Harad:

rbarmory_skn.w3d
cbharadchurch.w3d

Next Page - W3D_CHUNK_MATERIAL_INFO

Links / Downloads

 HitsAdded
finished Harad Church used1590August 23, 2007 - 11:45
Gimp Program2383August 23, 2007 - 11:44
w3d Importer1942August 23, 2007 - 11:43
Renegade Tools3300August 23, 2007 - 11:43
Gmax program1583August 23, 2007 - 11:43
Hex Editor2274August 23, 2007 - 11:42

Comments

Display order: Newest first | Page: 1, 2

MotWlRimli - Thursday September 16, 2010 - 11:49

Works fine, very useful guide, thank you.

I hexed one model successfully. But now I've problems with the second one on page 3:

              
Quote
8) Now quite a few lines down you will see "AlphaTestEnable" in the text side of the XVI32.

I searched the whole w3d file with the Hex-Editor, there is never "Alpha" in side the text box nor the hex values given in this step. :/

Now I don't know where to insert the hex code from the working BFME1 w3d. Anyone knows something about this problem?

Argolis - Saturday August 15, 2009 - 12:04

Fantastic guide, very useful.

Kinda glad I know what Hex is though ;)

Nazgûl (Team Chamber Member) - Monday September 15, 2008 - 19:05

THIS is ADVANCED coding... holy heck! You are a modding God my friend :)

Ridder Geel (Staff) - Thursday June 26, 2008 - 3:51

well... apperently it doesn't work well with Elven buildings i see...
dang... oh well...

Rob38 (Team Chamber Member) - Wednesday June 25, 2008 - 9:34

eh, what kind of w3d importer do you have? Have you tried to open a model that came strictly from BFME2 and was never in BFME1?

Ridder Geel (Staff) - Wednesday June 25, 2008 - 4:45

My W3D importer doesn't make you have to 'Re-Map' I dont have to do all this stuff, i just import the model and add the texture to the right object and it works...
-either I just got lucky with models (I imported at least all the Gondor buildings and others without ANY problems at all, Also no problems with the Units)
-or I got a better W3D importer
-or my Computer is the Best :P Joking

And I can import most of the animations without any problems too... Strange :P (but good!)

robnkarla (Team Chamber Member) - Thursday August 23, 2007 - 14:42

Thank you! I told you I picked up things really quick :)

Crashdoc - Thursday August 23, 2007 - 14:41

Wow, you're fast, you took my random example on msn, practiced on other buildings, and made a tutorial of your own in just one day!

Thumbs Up ;)

Bart (Administrator) - Thursday August 23, 2007 - 13:14

next step: importing animations :p

Argolis - Thursday August 23, 2007 - 13:03

fantastic, just fantastic, i look forward to giving this a go (its a relief to think i wont have to struggle with dale and dol guldur in teh future, and i can finally use those nice ahradrim buildings without collossal hassle).

Somebody give the guy a medal or something of the like!

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