The Battle for Middle Earth: Expansions Will bring back life in to The Battle for Middle Earth 1 |
Welcome Guest ( Log In / Register ) |
Quick Lists Top RatedTutorials Living World Map G… Ultimate beginner'… Arrow scaling bug… Raising Heroes max… Proper Fire Arrow… Creating an asset.… Simple Structure B… Making a simple Ma… Quick and easy sno… Making patrols nea… Mods The Dwarf Holds The Peloponnesian… RJ - RotWK The Elven Alliance… Helm's Deep Last H… The Elven Alliance Special Extended E… Kings of the West… RC Mod The Wars of Arda Downloads BFME1 1.06 Widescr… Enhanced W3D Impor… Fudge's Map Pack LotR/BfME HD Logos Osgiliath Shellmap Crystals Of Ancien… 2v1 Wold The forests of Dru… Converted BFME2 an… ROTWK animations f… |
|||||||||||||||||||||
Register and log in to move these advertisements down Making new mounted heroes without modellingTutorial for BFME, BFME 2, ROTWK
Note: it seems that I have lost the screenshots that went with this tutorial. Sorry! Hope you can make do without them. In the past, when we wanted to make a new mounted hero, Gamling say, that used Eomer's model we were stuck. We either had to make him an on-foot only hero and use the UpgradeTexture or RandomTexture codes for the new skin or we had to make a new model that referenced our new skin due to the fact that when mounting or unmounting the model always went back to it's original skin. But not anymore. Zimoo and I have found a way to make new models that reference the skins without modeling. Using Sy's old AssetBuilder and the "Edit W3D" function, we have been able to make a copy of Eomer's model that references a new skin and that uses a new name. Here I will go through the steps required to make the new models. For this tutorial I am going to assume you know all the basics of modeling and coding and can get a new or edited model working in-game. I am also going to assume that you can get your own skins working in-game as that saves me a lot of time in the tutorial. I also assume that you are using the -mod .big way of modding... I won't help you figure it out the other way. If you are unsure of how to do this, please take a look at this tutorial: http://www.the3rdage.net/item-14?addview I used the following tools when writing this tutorial: -FinalBig -Sy's Asset Builder -The official EA Games AssetBuilder (comes with the game/patches, located in the main bfme folder in the "tools" folder. More information below) -W3D Viewer -DDS Converter2 -Hex Editor (not necessary) All of which are available on the site in the downloads section. I'll spare a minute here to give a brief bit of information on the two assetbuilders. Sy's AssetBuilder was the first one we used (either cause it was the only one or we didn't know about the EA one...can't recall), but Sy's Assetbuilder has always been temperamental... sometimes for no reason at all you'd get invisible models or other errors. The EA one is much more reliable, but doesn't have some of the interesting features that Sy's had. So, for adding the new models/skins ingame I recommend using the EA AssetBuilder. For editing the models we will be using Sy's AssetBuilder. EA's Asset Builder also has the nice feature of telling us if there is an error in the model. CommentsDisplay order: Newest first BFMEOnlineOmar - Tuesday February 13, 2018 - 0:59 '' now you are going to want to make a copy of all the skins and rename them to whatever you want... for me this means: rugamling.tga , rugamlinghrs.tga , ect '' drogoth232 - Friday March 12, 2010 - 18:37 Doesnt work correctly for me... :( I am doing all the right steps, but in W3D viewer it only shows one of the many added textures. Wait I dont think numbers are allowed... Rob38 (Team Chamber Member) - Monday July 20, 2009 - 19:31 Ah, did not know you had to have the same number of letters in the name. Nice find. :) |
|||||||||||||||||||||
"One site to rule them all, one site to find them, © All Rights Reserved Eric Edwards ©2013. |