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Register and log in to move these advertisements down Retain textures when importing for BFME2 models
Fill the Gaps Well, it's all well and good to change this, but it just won't work unless we actually change the file. To add these pieces, we'll be using the rbarmory_skn.w3d as a base to fill in the pieces. You can use other models, but this is just the one that we picked. 1) Open up rbarmory_skn.w3d in a new instance of XVI32 2) Search for
3) At the end of the full statement of all the settings you will see a "2A" value ("*" in Text) 4) Select that field and Type Ctrl+B (Bookmark. It will seem like you did nothing, but you just marked the first portion of the code) 5) A few lines down you will see in the text "RBArmory2.tga". Select the 00 value right after "tga" 6) Type Ctrl+B to mark the end of the bookmark. The values should now be highlighted in red 7) Type Ctrl+C (Copy) 8) Go back t you cbharadchurch.w3d 9) At the end of the string that you adjusted on the first page you will see a value of 50. Select the 50 10) Click Ctrl+V (Paste) This fills in the first gap of information. We've associated the cbharadchurch model to the rbarmory textures. You could map it to the original texture name, but that is easier to do in RenX instead of hex editing. Now on to the next section: 1) In the rbarmory_skn.w3d file, you will see a:
2) Click on the 39 value 3) Type Ctrl+B to mark the beginning 4) A couple of lines down you will see a string of values "4A 00 00 00 EA 1F..." Click the "00" right before 5) Type Ctrl+B 6) Typc Ctrl+C (Copy) 7) Go back to the cbharadchurch.w3d file 8) Now quite a few lines down you will see "AlphaTestEnable" in the text side of the XVI32. On the Hex side you will then see
9) Type Ctrl+V (Paste) to past the 39 block of code. 10) Once that is pasted, click on the 3F that you were on before and type Ctrl+B 11) Shortly after that value you will see the "4A 00 00 00". Click on the "00" right before the "4A" 12) Type Ctrl+B 13) Type Ctrl+D (Block Delete) This will delete that portion All right. Now we have plugged in the missing pieces from the rbarmory model, but the .w3d file will not work anywhere because we also need to change the size values for the chunk pieces. Next Page - Change the Chunk Sizes 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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