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| LOTR: Battle For Middle Earth I & II Editing Discuss any modding related issues to do with the Lord Of The Rings: Battle For Middle Earth I and II RTS games here. |
11-20-2004, 12:27 PM
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#1 (permalink)
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Senior Member
Join Date: Sep 2001
Posts: 1,094
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Good, Bad, Good, Bad News for Modders
Good News: From what I hear, there is a mod swapper for B4ME.
Bad News: All they did was use the Generals -mod command, exactly as it was (meaning its worthless for most mods).
Good News: Harvard said that they would try to fix it in the first patch.
Bad News: Most likely that'll be in January. :/
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It might help speed things up for them if there was a good comprehensive list of the files that arn't read as if they were in the Gen directory when you use the -mod command. I don't know which ones offhand, but I believe the gamedata.ini, maybe the video.ini?, the scripts.scb, and some of the loading screens were part of it.
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11-20-2004, 06:10 PM
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#2 (permalink)
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Senior Member
Join Date: Jun 2003
Posts: 462
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January....better late than never I always say.
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11-20-2004, 10:19 PM
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#3 (permalink)
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Senior Member
Join Date: Feb 2004
Posts: 872
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It'll take longer than that to just get the swing of BFME modding. January seems reasonable to me. I'm gonna disect the hell outta it when I get it. Every nook and cranny. I feel I will try to focus my effort on BFME particle FX and spells.
I would assume there will be people creating spells out the ying/yang at first. Till of course they've all been done like what usually happens. But I have some ideas that I'll save for when it comes out. Muhahaha...
must...see...BFME...ini...files....must...see...BF ME...ini...files....must...see...BFME...ini...file s....
I wonder if you create a new spell will we be able to create a new condition_state for the model so it appears correctly. Let's say an ice spell. Wonder if it will allow us to attach an FX bone or OCL to create the iced exterior or maybe we can create a new condition_state? As long as the geometry of the FX is large enuff to encompass most infantry models. Should work. Damn can't wait for it to come out. What's the date again? Dec 9th?
(EDIT) Does w3d models support TGA textures with opacity settings? If not, does it support alpha channels set to other than black or white (shades of grey) I've never played with this before. Maybe I should and answer my own damn questions...
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11-21-2004, 12:58 AM
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#4 (permalink)
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Senior Member
Join Date: Jun 2003
Posts: 462
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textures need to be dds to support transparency.
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11-21-2004, 01:16 AM
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#5 (permalink)
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Senior Member
Join Date: Sep 2001
Posts: 1,094
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@hostile, don't expect to see too many drastic changes...most of what they did in b4me is just slightly edited generals code
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11-21-2004, 04:37 AM
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#6 (permalink)
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Administrator
Join Date: Dec 2002
Posts: 1,913
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Unless the -mod parameter gets fixed *properly* then Ill stick to files in the root directory - its the only way to be sure.
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11-21-2004, 12:38 PM
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#7 (permalink)
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Senior Member
Join Date: Sep 2001
Posts: 1,094
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Yea, for now I'm just planning on using a varient of the Blitz2 launcher for Blitz3. And if it ends up that EA doesn't fix them...I'll see about bugging smartmlp about finishing up the launcher creator that he made for us to release.
@dz, you really shouldn't have your files in the root dir...it messes things up when people want to play the normal game or another mod. Just ask smartmlp, I'm sure he'd give you the source code for our launcher
btw, the exact problems that I sent saying what they need to fix is;
1) make it so that it acts like the files are in the main directory
2) account for official files that arn't in .bigs, since those would get priority over the -mod files
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11-21-2004, 01:35 PM
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#8 (permalink)
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Administrator
Join Date: Dec 2002
Posts: 1,913
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True, and additionally they need to fix the fact that it wont properly read video files or Video.INI from your mods .big file. Plus allow for editing of GameData.INI in your .big file which you also cant do. And then theres the fact that it struggles with textures intended for use in the shell system and they need to configure the installation so that the scripts for multiplayer are in .big files - otherwise installing your own is a nightmare.
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11-22-2004, 02:26 AM
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#9 (permalink)
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Senior Member
Join Date: Feb 2003
Location: USA
Posts: 853
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Indeed. The scripts need to be fixed. I'm having a hard time with Defcon. I ended up just installing to the root, and building an uninstaller that mostly works, and then I had to build another installer to provide a guaranteed fix. I would prefer an ingame swapper, which should be easily possible if they did the engine slightly differently.

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11-23-2004, 11:08 AM
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#10 (permalink)
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Senior Member
Join Date: Sep 2001
Posts: 1,094
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We got it to work by renaming the scripts file with our launcher....
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