logo   login
right
Home Forums Downloads Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Forum Info
Forum Members: 18,677
Total Threads: 8,798
Posts: 95,842

Administrators:
DeeZire, Redemption

There are currently 31 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements


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.

Reply
 
LinkBack Thread Tools
Old 12-20-2004, 09:05 PM   #1 (permalink)
Senior Member
 
Join Date: Feb 2004
Posts: 872
Default Art code must be solvable!

I've been reading INI files for the last couple of hours and there is too much generals code in this game for it NOT to allow w3ds models and textures to be placed ingame.

There is even airfield support for God sake. So it must just be something we're missing that will unlock all of this.

(like praying to God here) Deezire if you read this please make this a priority to get this info from "the team." No other steps can be taken without at least some clues on how to get our models ingame.

My mind is a flurry of ideas for new units. There truly is so much provided here to work with. Though I wish there were a few more damage types, At least some unused ones.

Though I have a feeling if we used some Generals types they may work. I bet there is alot more included that what the notes on the INI files are letting on.
Hostile is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 12-20-2004, 09:31 PM   #2 (permalink)
Senior Member
 
Join Date: Apr 2003
Location: California
Posts: 160
Send a message via AIM to Nezill
Default

The problem is the assest.dat file, Deezire already briefed everyone on the problem in this thread.
Nezill is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 12-20-2004, 10:39 PM   #3 (permalink)
Senior Member
 
Join Date: Feb 2004
Posts: 872
Default

I still believe there must be a work around it. Dee has been quiet these last few days, let's hope he has something when he comes back.
Hostile is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 12-20-2004, 11:44 PM   #4 (permalink)
Senior Member
 
Join Date: Jun 2003
Posts: 462
Send a message via AIM to Kelso Send a message via MSN to Kelso
Default

I have a feeling there is something beyond just the asset.dat file because even saving over existing models in the .big's doesn't work. Something else is awry here.
Kelso is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 12-20-2004, 11:49 PM   #5 (permalink)
Member
 
Join Date: Mar 2003
Location: USA
Posts: 85
Send a message via ICQ to Smartmlp Send a message via AIM to Smartmlp Send a message via MSN to Smartmlp Send a message via Yahoo to Smartmlp
Default

Its been said that the meshes have the be the same aswell.
Smartmlp is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 12-21-2004, 01:31 AM   #6 (permalink)
Senior Member
 
Join Date: Feb 2004
Posts: 872
Default

Quote:
Originally Posted by Kelso";p=&quot View Post
I have a feeling there is something beyond just the asset.dat file because even saving over existing models in the .big's doesn't work. Something else is awry here.
I think we just have to be allittle patient. They of course designed it for us to use as modders. I feel Kelso is right. Just need some UberModders to figure this stuff out for us. Eager as we are there is still alot we can mod for now. Just to test the waters.

I've written some tutorials to get newbies by. Find them at The 3rd Age.Net/Beginners

I've tested my tutorials and they seem to work. Also alot of good tools there. If you find any bugs or errors please contact me at hostile@crisisnow.com.
Hostile is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 12-21-2004, 04:37 AM   #7 (permalink)
Senior Member
 
Join Date: Apr 2003
Location: Canada
Posts: 968
Send a message via MSN to Eradicator
Default

Actually they didn't design it for modders. Infact it seems they are trying to destroy the mod community. The real reason ini files were started and continue to be used is because it eases development. Not everyone has to be a C++ coder to balance or implement new units. Hopefully its just because of some retarded deal with New Line and RA3 won't use this asset crap.
Eradicator is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 12-21-2004, 06:45 AM   #8 (permalink)
Administrator
 
DeeZire's Avatar
 
Join Date: Dec 2002
Posts: 1,913
Send a message via ICQ to DeeZire
Default

Quote:
Originally Posted by Aaron Kaufman (EA)
I'll pass this along to the team, I'm sure something can be done, thanks
for the info
Theyre working at it for the 1.01 patch

DZ
__________________
DeeZire is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 12-21-2004, 10:17 AM   #9 (permalink)
Senior Member
 
Join Date: Sep 2001
Posts: 1,094
Send a message via ICQ to smurfbizkit Send a message via AIM to smurfbizkit Send a message via MSN to smurfbizkit
Default

Quote:
Originally Posted by DeeZire";p=&quot View Post
Quote:
Originally Posted by Aaron Kaufman (EA)
I'll pass this along to the team, I'm sure something can be done, thanks
for the info
Theyre working at it for the 1.01 patch

DZ
finally some good news

what about the tankdraw module, and turret code?
smurfbizkit is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 12-21-2004, 10:21 AM   #10 (permalink)
Senior Member
 
Join Date: Mar 2003
Location: Nijmegen, The Netherlands
Posts: 849
Default

I hope that EA will add for the modders Tank draws etc when they do this! i gonna love EA so much as ever whas! hehe
Chrizz is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Where does this code go ? adamstrange Generals & Zero Hour Editing 3 06-27-2007 10:21 PM
Help with code. Vanguard Generals & Zero Hour Editing 0 06-25-2004 02:07 AM
Help with code Vanguard Generals & Zero Hour Editing 0 06-15-2004 12:53 PM
Help with code. Vanguard Generals & Zero Hour Editing 0 06-15-2004 12:51 PM
Code Red 0.95 Dgaaz Red Alert 2 & Yuri's Revenge Editing 0 04-29-2003 09:09 AM


All times are GMT -4. The time now is 03:14 AM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.4
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.