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DeeZire, Redemption
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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. |
12-18-2004, 07:35 PM
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#1 (permalink)
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Senior Member
Join Date: Jun 2003
Posts: 462
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Art code issues
Is anyone else having issues implementing new w3d models? In particular I was trying to write some new structures and I was basically replacing existing structures' models. They always failed to appear. I noticed there is a new draw module- W3DScriptedModelDraw. This, I assume, allows you to use LUA in the art code. However simply changing the Model = tag to something new, and even exporting over the existing W3D model causes it to not show up ingame. After hunting around I noticed that you can put a W3DModelDraw module in front of a W3DScriptedModelDraw module. Not sure what the advantages of this are, but I tried to do that to declare the new model and the game crashed on start up, something about missing particle systems in game.dat. Anyone else having issues with this? I'm thinking it may be my RenX, but I'm not entirely sure.
It also appears, unfortunately, that we no longer get CrashDumpLog's like we did in Generals which makes finding bugs really fun... :/
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12-18-2004, 09:33 PM
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#2 (permalink)
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Administrator
Join Date: Dec 2002
Posts: 1,913
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Are you using the -mod command line parameter?
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12-18-2004, 11:22 PM
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#3 (permalink)
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Member
Join Date: Mar 2003
Location: USA
Posts: 85
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I dont know if its me or what, but I cant seem to get any of my custom w3d models into the game, if Im replacing ones or using new ones.
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12-18-2004, 11:25 PM
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#4 (permalink)
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Senior Member
Join Date: Jun 2003
Posts: 462
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No, I'm using -preferLocalFiles
EDIT: I also did a reskin of the Gondor Soldier so he would look like a Roman infantryman. The armor skin turned out fine but the edited shield texture fails to appear, the old one is still there. I did the same thing for Faramir's shield, just to test it out, and his edited shield showed up ingame just fine. The Gondor Soldier shield texture is gumaarmsshield.dds correct?
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12-18-2004, 11:45 PM
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#5 (permalink)
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Senior Member
Join Date: Apr 2003
Location: Canada
Posts: 968
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I know someone with the exact same problem. No w3d files exported from RenX will show in BFME. DZ, is it possible the file format has slightly changed and perhaps the w3d files need certain bones or sub objects to show up?
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12-19-2004, 12:51 AM
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#6 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Nod base
Posts: 172
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i have the same problem.i even tried just import generals w3d to GMAX then export it with same filename,but don't work.maybe our only hope is someone make a BFME GMAX script ...
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12-19-2004, 01:36 AM
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#7 (permalink)
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Administrator
Join Date: Dec 2002
Posts: 1,913
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Actually, the problem is much worse... I'll try to keep it simple.
Theres a file in the installation directory called asset.dat. Its a database reference table file containing a list of almost all of the w3d and associated texture assets in the game. If your model/texture/whatever isnt in the file, the game wont recognize it, even with the -mod parameter it seems. Even worse, it seems that the dat file instances the big files, so replacing an asset with another of the same name wont work....
Where youre having luck with some models/textures is probably an indication that its not listed in asset.dat so is not subject to the same scrutiny.
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12-19-2004, 01:51 AM
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#8 (permalink)
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Senior Member
Join Date: Feb 2004
Posts: 872
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This is getting to the point where it's getting alittle freakin rediculas just to mod this game. Nice they included some generals coding but WTF is up with all this crap?
Well DAT files have a set character number. So if you add your models/ TGAs, will that upset that balance here. Will it accept a length other than the orginal DAT file?
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12-19-2004, 02:29 AM
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#9 (permalink)
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Senior Member
Join Date: Apr 2003
Location: Canada
Posts: 968
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Quote:
Originally Posted by DeeZire";p="
Where youre having luck with some models/textures is probably an indication that its not listed in asset.dat so is not subject to the same scrutiny.
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I was following you until this sentence. I thought you said if your file is not listed in the .dat the game won't use it so how would one get "lucky" by using art not listed in asset.dat?
So, am I to understand they went out of their way to program this uselessly annoying process to prevent custom art?
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12-19-2004, 04:19 AM
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#10 (permalink)
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Administrator
Join Date: Dec 2002
Posts: 1,913
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Possibly
IF
asset is listed in asset.dat file
THEN
fetch asset from BIG file (nowhere else) and use it in game
ELSE
you're screwed
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