The 3rd Age

BfME 1½ Mod

BfME 1½ Mod

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Skybox and Cine objects

Avatar of Rob38

Rob38

Category: Worldbuilder
Level: Intermediate
Created: Tuesday June 12, 2007 - 21:54
Updated: Monday March 23, 2009 - 22:26
Views: 7023
Summary: How to get them to work for your maps

Rating

Staff says

4.3

Members say

4.0

Average

4.2/5.0

12 votes

Page 1 2 3 4 5
5. Open up your map.ini file. Put all the names of your placeholder objects in the file. For this tutorial, I will be using WaterReflectionSkydome_GapOfRohan.

              
Code

Object WaterReflectionSkydome_GapOfRohan


6. You need to find the original models of the cinematic objects. Locate the cinematic object in your ini files. They should all be located in object\cinematic\cinematicobjects.ini. For me, I locate CINE_DomeSkyboxNight.

              
Code

Object CINE_DomeSkyboxNight

Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = SkyBoxNight
; ParticleSysBone = LightningNode SkyBoxNightLightning
; ParticleSysBone = None RainOfFireFlareNoTrails
End
End

; ***DESIGN parameters ***
EditorSorting = SYSTEM
Browser = CINEMATICS SKYBOXES

; *** AUDIO Parameters ***

; *** ENGINEERING Parameters ***

Behavior = DestroyDie ModuleTag_02
;<NO DATA>
End

End


7. I want the model name. For me, this would be SkyBoxNight. Using the replacemodule behavior in your map.ini file, swap your model with the cinematic one.

              
Code

Object WaterReflectionSkydome_GapOfRohan

ReplaceModule ModuleTag_01
Draw = W3DScriptedModelDraw ModuleTag_01New
DefaultModelConditionState
Model = SkyBoxNight
End
End
END

NOTE: Remember that the ModuleTag may be different than the one above. It can change depending on the object.

8. Now, we need to add some new things to the kindof. This will make the object show up in-game.

              
Code

Object WaterReflectionSkydome_GapOfRohan

ReplaceModule ModuleTag_01
Draw = W3DScriptedModelDraw ModuleTag_01New
DefaultModelConditionState
Model = SkyBoxNight
End
End
END

KindOf = PRELOAD IMMOBILE UNATTACKABLE INERT INERT_SHROUD_REVEALER

end


That should be it for map.ini users. Your cinematic objects and skyboxes should now be usable for your maps.

Comments

Display order: Newest first

DeeZire - Wednesday November 18, 2009 - 1:19

Why go to all the hassle of moving objects about etc when all you should do is change the path to them in SubSystemLegend.INI? The ThingTemplateStore explicitly indicates that the objects in the cinematics path are for cinematics only, so you just change that indicator to InitPath = Data\INI\Object\Cinematic\ instead of IncludePathCinematics = Data\INI\Object\Cinematic\ and the game will use them the same as any other object...

Masterbadeend - Saturday April 18, 2009 - 8:37

Good Tutorial ;)

melkor777 - Saturday April 11, 2009 - 13:15

cool 5 stars

Sulherokhh (Team Chamber Member) - Saturday July 7, 2007 - 2:21

Thanks Rob! :) Nice and easy! hehe.

{IP}Sauron - Wednesday June 27, 2007 - 6:15

@Ed Of The 3rd Kind:

Tried re-installing?

Ed Of The 3rd Kind - Monday June 25, 2007 - 17:02

hi there, unfortunately am having trouble with this tutorial, have gotten all the ways to the end without hassle and even saved the modded files in a big archive under the letter "A" and when i try to play the game the splash screen appears but it doesn't go any further, i'm playing ROTWK

{IP}Sauron - Thursday June 14, 2007 - 10:26

awesome tutorial :P

Rob38 (Team Chamber Member) - Wednesday June 13, 2007 - 19:13

Whoops! forgot about that. Fixed.

Bart (Administrator) - Wednesday June 13, 2007 - 11:42

You should add code tags. Good tutorial otherwise :)

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