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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: 8629
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
Fill the Gaps

Well, it's all well and good to change this, but it just won't work unless we actually change the file. To add these pieces, we'll be using the rbarmory_skn.w3d as a base to fill in the pieces. You can use other models, but this is just the one that we picked.

1) Open up rbarmory_skn.w3d in a new instance of XVI32
2) Search for               
Code

28 00 00 00 10 00 00 00 01 00 00 00

3) At the end of the full statement of all the settings you will see a "2A" value ("*" in Text)
4) Select that field and Type Ctrl+B (Bookmark. It will seem like you did nothing, but you just marked the first portion of the code)
5) A few lines down you will see in the text "RBArmory2.tga". Select the 00 value right after "tga"
6) Type Ctrl+B to mark the end of the bookmark. The values should now be highlighted in red
7) Type Ctrl+C (Copy)
8) Go back t you cbharadchurch.w3d
9) At the end of the string that you adjusted on the first page you will see a value of 50. Select the 50
10) Click Ctrl+V (Paste)

This fills in the first gap of information. We've associated the cbharadchurch model to the rbarmory textures. You could map it to the original texture name, but that is easier to do in RenX instead of hex editing. Now on to the next section:

1) In the rbarmory_skn.w3d file, you will see a:
              
Code

38 00 00 00 14 20 00 80
right after the area that we copied. After this you will see some values that start with
              
Code

39 00 00 00

2) Click on the 39 value
3) Type Ctrl+B to mark the beginning
4) A couple of lines down you will see a string of values "4A 00 00 00 EA 1F..." Click the "00" right before
5) Type Ctrl+B
6) Typc Ctrl+C (Copy)
7) Go back to the cbharadchurch.w3d file
8) Now quite a few lines down you will see "AlphaTestEnable" in the text side of the XVI32. On the Hex side you will then see
              
Code
00 00 38 00 00 00 64 58 00 80
Click on the "3F" after that string of code.
9) Type Ctrl+V (Paste) to past the 39 block of code.
10) Once that is pasted, click on the 3F that you were on before and type Ctrl+B
11) Shortly after that value you will see the "4A 00 00 00". Click on the "00" right before the "4A"
12) Type Ctrl+B
13) Type Ctrl+D (Block Delete) This will delete that portion

All right. Now we have plugged in the missing pieces from the rbarmory model, but the .w3d file will not work anywhere because we also need to change the size values for the chunk pieces.

Next Page - Change the Chunk Sizes

Links / Downloads

 HitsAdded
finished Harad Church used1593August 23, 2007 - 11:45
Gimp Program2386August 23, 2007 - 11:44
w3d Importer1946August 23, 2007 - 11:43
Renegade Tools3304August 23, 2007 - 11:43
Gmax program1586August 23, 2007 - 11:43
Hex Editor2278August 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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