The 3rd Age

Simple BFME1 Mod

Simple BFME1 Mod

A very simple BFME1 mod with a few changes and balances

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Changing BfME's color scheme for the interface

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

Avatar of Stealthsnake

Stealthsnake

Category: Graphics
Level: Intermediate
Created: Saturday March 24, 2007 - 17:32
Updated: Friday August 27, 2010 - 19:45
Views: 7966
Summary: This tutorial will help you change the game's interface color

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6 votes

Page 1 2 3
The second part of this tutorial will help you edit your font color so you can have it in accordance with your new scheme color.

The prerequisites are the same as they were before, with the introduction of a new tool :

- a Hex Editor (if you use Notepad++, then it has an HexEditor bundled [Plugins > Hex Editor])

Firstly, you'll need to determine the hex values of the color scheme you have chosen. Hex code looks like this : #000000 (that's black).

Open up the APT folder and look for mainmenu.big, this will ensure you see your effects right away but in order to change all the fonts you'll have to do some searching around all those big files.

Extract mainmenu.const

Open it with with your Hex Editor program and search for "ColorAngmarCore" (valid for ROTWK) From there replace the color values with the ones you chose.

Simply add the file to your big file or your main mod folder and your colors are ingame.

But it doesn't just end here.
Now the hard part is doing everything else, because there is so much. You have to open each big file individually and search for the .const('s). Then scroll through and see if they have any color values, if they do extract it and and follow the same procedure described above.


Once you're done editing it, move on to the next page for the credits;

Credits

JEV3Part 2

Comments

Display order: Newest first

Lurtzy - Sunday November 9, 2008 - 21:41

I too have this problem

druchii22 - Friday October 17, 2008 - 8:49

I have the same problem that Lord of the Rings Junkie.

Lord of the Rings Junkie - Thursday November 29, 2007 - 12:53

When I extract the images they don't have their alpha channel anymore. I can't seem to restore it in an image editor either, since some areas are surrounded by strange colored patches. For instance, view 'apt_InGameRadialMenuStage_1.tga' in Final Big with alpha blending turned off in the viewer.

Only the palantir pictures except for apt_Palantir_1.tga have an alpha channel.

Linas - Friday August 10, 2007 - 11:22

Can you help me change palantir color? :) I try, but i can't understand it...

jimiojoe - Tuesday May 1, 2007 - 16:15

Ohhhh i have fixed it - sorry for the spammage of comments - but i think people might want to know this, i have found the ap images need to be in this directory art>textures - exactly like that, when i use compiled textures it does not recognise them, and when i put them in an ap folder it does not recognise them, it sort of makes sense because if you look at the file location within the apt.big files thats how their laid out, not with compiled textures.

So as my other images work, im using the -mod command, i therefore have to have the compiledtextures with all my other files, then another folder next to it called 'textures' - its annoying using the assetdat creator because you have to rename the textures somethign else whilst the compiled becomes named textures and has all the apt images directly in compiledtextures aswell... and then rename them back once its done - does that make sense?? i hope that will help someone as it seems odd to me but this is how i got it to work

Bart (Administrator) - Tuesday May 1, 2007 - 12:05

are you sure that's where they are supposed to be? what is the location of the textures in the original .big files?

jimiojoe - Monday April 30, 2007 - 14:52

ok i have an actual problem now :D -

i have extracted all of the apts, and changed them all, and put them with the rest of my compiled textures, but in the ap folder - but for some reason it seems my asset.dat is not reading them

my asset dat always works fine i know how to use it, but i think its just not reading the files - they are in .tga format (i've tried btmaps) - i think the assets not reading them because a lot of those files were over a megabyte and when i made new asset it barely added a few kb to the assetdat file.. - any ideas??

jimiojoe - Monday April 30, 2007 - 13:23

Ahh Yes Very good tutorial really :D

jimiojoe - Monday April 30, 2007 - 13:22

OH NO SORRY IGNORE ME :D sozz im silly

jimiojoe - Monday April 30, 2007 - 13:12

you say "thats it for editing the colour scheme" but i have edited all the files above mentioned but that hasnt changed all the colours of the buttons and stuff, one pic from the apt images has made all the scroll buttons and drop down menus turn a different colour as i wanted, but the main buttons when loaded are not...isnt there any coding involved?

i might have made a mistake...but i have double checked and my shell menu has the new background and stuff, but the big major buttons like skirmish etc. still that horrid green colour (i using bfme2)

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