The 3rd Age

Age of the Firstborn - The Rebirth

Age of the Firstborn - The Rebirth

Continues on Elrond99's Age of the Firstborn mod by turning time back to around TA2000.

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Retain textures when importing for BFME2 models

Tutorial for Battle for Middle-earth II BFME 2, Battle for Middle-earth II: Rise of the Witch-king ROTWK

Avatar of robnkarla

robnkarla

Category: Other
Level: Expert
Created: Thursday August 23, 2007 - 13:40
Updated: Tuesday March 31, 2009 - 11:08
Views: 6795
Summary: How to keep the texture mapping for BFME2 models without re-mapping.

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17 votes

Page 1 2 3 4 5
Correcting the Texture

This should be the easy part, I hope. Basically we will be correcting the texture for the model from the armory texture to the haradtexture. This can be done in Renx, Assetcachebuilder, 3ds Max, or any other place you want. For now we are going through it in Renx.

1) Open the mbgeneric.dds file and save it as a .tga file in whatever program you use - photoshop/gimp etc. In the same folder that you have the modified .w3d file. (You get nasty errors in game if you try to map it to a .dds file)
2) Open Renx
3) Run the .w3d importer, importing your object - rjhbchurch.w3d for this example
4) You will notice that it now imports, but the texture is messed up because it is using the rbarmory2 texture.
5) Open the Renegade Material Editor. (Black and White checkered button.)
6) In the editor, click the get material. (Blue ball with the black arrow)
7) On the tabs, select Pass 1
8) On the lower tabes, click the texture tab
9) on the Stage 0 textures click on the "Bitmaptexture(RBArmory2.tga) box
10) Select the mbgeneric.tga that you saved
11) Click the properties on the top tabs
12) Click the assign to selection button (The blue ball with the arrow pointing to the white box.)

Now the model is ready for your enjoyment with the texture intact. It won't be 100% identical to the original model because it is using a different shader type than what EA uses, but it is lightyears ahead of what used to be available.

This was an easy example as there was only one chunk_mesh that needed to be modified, but it can be extrapolated to multiple meshes using the exact same method for each one.

If anyone wants to help, my next goal is to get the normal directx shaders back on once the editing is complete, but that is for another day.

Enjoy!
Robert J.

(And incredible thanks go out to Crashdoc for figuring this technique out)

Links / Downloads

 HitsAdded
finished Harad Church used1010August 23, 2007 - 13:45
Gimp Program1779August 23, 2007 - 13:44
w3d Importer1347August 23, 2007 - 13:43
Renegade Tools2539August 23, 2007 - 13:43
Gmax program1032August 23, 2007 - 13:43
Hex Editor1657August 23, 2007 - 13:42

Credits

Comments

Display order: Newest first | Page: 1, 2

MotWlRimli - Thursday September 16, 2010 - 13:49

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 - 14:04

Fantastic guide, very useful.

Kinda glad I know what Hex is though ;)

Nazgûl (Team Chamber Member) - Monday September 15, 2008 - 21:05

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

Ridder Geel (Staff) - Thursday June 26, 2008 - 5:51

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

Rob38 (Team Chamber Member) - Wednesday June 25, 2008 - 11:34

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 - 6:45

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 - 16:42

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

Crashdoc - Thursday August 23, 2007 - 16:41

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 - 15:14

next step: importing animations :p

Argolis - Thursday August 23, 2007 - 15:03

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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