The 3rd Age

The Elven LegacY MoD

The Elven LegacY MoD

This mod for bfme 1 Mod based on Elvestar 5.5

Button for The 3rd AgeButton for The Dwarf HoldsButton for The Elven AllianceButton for Helm's Deep Last HopeButton for GothmogtheOrcButton for BFME+Button for The Four AgesButton for HDR HeadquartersButton for Middle Earth CenterButton for Project Perfect Mod

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Editing a model

Tutorial for Battle for Middle-earth BFME, Battle for Middle-earth II BFME 2, Battle for Middle-earth II: Rise of the Witch-king ROTWK

Avatar of Lurtzy

Lurtzy

Category: Graphics
Level: Beginner
Created: Sunday November 9, 2008 - 10:04
Updated: Monday November 10, 2008 - 15:25
Views: 14275
Summary: How to edit a model and properly export it.

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Introduction

I created this article because there are not many tutorials on modeling and many people need help in this area of modding.

Warning: This article assumes you already have gmax and RenX installed and that you have the W3D importer setup

This article will tell you how to turn a melee unit into an archer, bind it and properly export it.

First, open up RenX.

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Now let's import a W3D model like so. Let's pick say..........uhh........a Rohan Peasant.

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Note: If import W3D is not there, try Alt+Ctrl+K

The model's name may appear strange to you. rupsnt_1_skn is the model we are going to import.

It should now look something like this (after rotating the camera, v is the hotkey)

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Click on the big box on his head and right click and do "Hide Selection"

Now let's delete his shield, helmet, forged blades thing, sword and hammer.

He should now look something like this.

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Now hide the body of him and delete all of his bones

Keep him hidden and import another W3D, this time, a Gondor Archer.

The model name is guarcher_skn

Delete the archer's body, but keep his bow and arrow and bones.

It should now look like this.

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Right-click and "Unhide All", but then hide the box. Now we have this.

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Looks good, but now we need to delete his cape.

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The peasant's texture name is rupeasant01, go find that and convert it to TGA.

In RenX click "M". The renegade material editor should show up.

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Click on the tab titled "Pass 1" then "Textures" and check the box for "Stage 0 Texture".

Now click on "None" and find the peasant TGA.

Then clcik on "Display" and "Assign Material to selection"

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Assign it to the bow also.

And now comes the binding.

Click on the "Create" tab.

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Now click on "Space Warps" (looks like blue wavy lines) and click WWSkin.

Place the WWSkin somewhere near the model. (warning, only place ONE WWSkin)

Click "Add Bones" and select all of them.

Now select the peasant's body and click on "Edit" (top left), then "Clone"

Do the same with the bow.

Now delete the peasant model that you originally cloned, in this case called "RUPEASANT01"

Again, same with the bow.

Now click on "bind to a spacewarp"

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Click on the WWSkin and drag a line to the peasant and then to the bow (Only ONCE for each model)(Also, do NOT bind the arrow)

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Now click on "Select Object" and go to the "Modify" tab.

Select the peasant and it should look like this.

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Select all of the blue dots (aka Vertices) and click "Auto-Link"


Now select the bow and select all the vertices and click "Link to Bone by name" and select "B_BOW"

Note: It would be wise to save the scene

Exporting time

Let's export it now, go to file, export then save it as rupeasarch.

Use the following settings

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That is it!

One more thing though, the model may not look to great (the binding), if so then open up the scene and select the vertices for the foot and bind it to the foot bone and so on.

Credits

LurtzyModeler & Tutorial Writer
Ridder GeelHelped me with random things

Comments

Display order: Newest first | Page: 1, 2

TheWickedOne - Sunday November 9, 2008 - 13:37

Ahh, just what i needed, thanks Lurtz.

LinkFan (Banned) - Sunday November 9, 2008 - 12:10

u couldn't explain it better :)

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