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Register and log in to move these advertisements down Retain textures when importing for BFME2 models
Change the Chunk Sizes 1) You can close the rbarmory file you will not need it any longer 2) In the cbharadchurch file you will see in the string for the "39" piece we pasted a value of
3) You will also see right before the "39" value a size there as well. For the cbharadchurch it is
4) Change the
5) Next we will change the
6) The result is 80005878 which is:
Now for the last size change. 1) We need to find the header for the overall CHUNK_MESH. There are a number of ways, but we'll use this. 2) In wdump look at the W3D_CHUNK_MESH_HEADER3 portion of the 3rd CHUNK_MESH. (The problem one) 3) You will see the mesh name is CVH_CHURCH and the ContainerName is CBHARADCHURCH. 4) In XVI32 do a search on the text side for "CVH_CHURCH" 5) There will be a number of them, but they will be "CVH_CHURCHB" or something like that. Search until you see only "CVH_CHURCH". It will be in the hex address 1221E. You can know you are in the correct one because you'll see a
6) Go back another 4 and you will see a
7) Before the "1F" is the size of the chunk. For he cbharadchurch it is
8) For this value we are going to add A7. (The amount of data we added.) So take 80040B22+A7. 9) The result is 80040BC9 which is [codeC9 0B 40 80[/code] 10) Change
Now the file is done. Click save as and save the file to whatever name you want. rjhbchurch.w3d is what I'll be using. Next we will be correcting the texture from rbarmory to the correct one. In this case "MBGeneric.tga". We could have done this in a hex editory, but that would mean we would have to re-calculate the chunk size each time.....I'd rather not. Next Page - Correcting the Texture 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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