This mod tends to follow the lore of books and films along with bringing the realism in the gameplay |
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Register and log in to move these advertisements down Retain textures when importing for BFME2 models
Introduction One of the things that has continually been a frustration when modding BFME2 is that the mapping for most of the buildings is not retained when you try to import the .w3d file into RenX or elsewhere, meaning that in order to modify/animate the buildings you have to go through the arduous task of re-mapping the whole thing. Well I'm happy to say you no longer have to re-map the buildings! With the fantastic help from Crashdoc who came up with this technique, this article will walk you though how to edit your .w3d file to retain its mapping upon import. What you will need: XVI32 (Hex Editor) wdump (Renegade Public Tool that comes with RenX) RenX w3d importer gimp/photoshop (to create convert .dds to .tga) In this article we will also be using the following two files as we make the harad church building modifiable to be used as a Fortress base for Harad: rbarmory_skn.w3d cbharadchurch.w3d Next Page - W3D_CHUNK_MATERIAL_INFO Links / Downloads
CommentsDisplay order: Newest first | Page: 1, 2 MotWlRimli - Thursday September 16, 2010 - 11:49 Works fine, very useful guide, thank you.
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. 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... 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... 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! 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). |
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