Welcome Guest ( Log In / Register ) |
Quick Lists Top RatedTutorials Living World Map G… Ultimate beginner'… Arrow scaling bug… Raising Heroes max… Creating an asset.… Proper Fire Arrow… Simple Structure B… Making a simple Ma… Quick and easy sno… Making patrols nea… Mods The Dwarf Holds The Peloponnesian… RJ - RotWK The Elven Alliance… Helm's Deep Last H… The Elven Alliance Special Extended E… Kings of the West… RC Mod The Wars of Arda Downloads BFME1 1.06 Widescr… Enhanced W3D Impor… Fudge's Map Pack LotR/BfME HD Logos Osgiliath Shellmap Crystals Of Ancien… 2v1 Wold The forests of Dru… Converted BFME2 an… ROTWK animations f… |
||||||||||||||||||||||||||||||||||||||||||||
Register and log in to move these advertisements down Retain textures when importing for BFME2 models
Correcting the Texture This should be the easy part, I hope. Basically we will be correcting the texture for the model from the armory texture to the haradtexture. This can be done in Renx, Assetcachebuilder, 3ds Max, or any other place you want. For now we are going through it in Renx. 1) Open the mbgeneric.dds file and save it as a .tga file in whatever program you use - photoshop/gimp etc. In the same folder that you have the modified .w3d file. (You get nasty errors in game if you try to map it to a .dds file) 2) Open Renx 3) Run the .w3d importer, importing your object - rjhbchurch.w3d for this example 4) You will notice that it now imports, but the texture is messed up because it is using the rbarmory2 texture. 5) Open the Renegade Material Editor. (Black and White checkered button.) 6) In the editor, click the get material. (Blue ball with the black arrow) 7) On the tabs, select Pass 1 8) On the lower tabes, click the texture tab 9) on the Stage 0 textures click on the "Bitmaptexture(RBArmory2.tga) box 10) Select the mbgeneric.tga that you saved 11) Click the properties on the top tabs 12) Click the assign to selection button (The blue ball with the arrow pointing to the white box.) Now the model is ready for your enjoyment with the texture intact. It won't be 100% identical to the original model because it is using a different shader type than what EA uses, but it is lightyears ahead of what used to be available. This was an easy example as there was only one chunk_mesh that needed to be modified, but it can be extrapolated to multiple meshes using the exact same method for each one. If anyone wants to help, my next goal is to get the normal directx shaders back on once the editing is complete, but that is for another day. Enjoy! Robert J. (And incredible thanks go out to Crashdoc for figuring this technique out) 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). |
||||||||||||||||||||||||||||||||||||||||||||
"One site to rule them all, one site to find them, © All Rights Reserved Eric Edwards ©2013. |