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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.

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Old 01-28-2005, 01:16 PM   #1 (permalink)
AoW
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Default A little GMAX help

I've been modifying the Ruelfwar_skn model (Applying a new skin and removing the helmet crest) but this model has firearrow and forgedblade glow as well as arrow nock.

Now the arrow nock is ok as I can just apply the arrow material and it looks fine. The fire and forged blades are more difficult. I can apply the texture but it looks awful.. and no ammount of fiddling with texture settings can make it look right.

Now according to the texture browser, there are already textures for all this stuff, with I'm assuming, all the right settings...

is there anyway I can access these materials or set up my own materials to look the same?

Thanks in advance!

AoW
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Old 01-28-2005, 03:42 PM   #2 (permalink)
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Taken directly out of the file, listing non default values for the materials

FIREAROWTIP:
Code:
Pass 1, ambient: (color 0 0 0)
Pass 1, diffuse: (color 0 0 0)
Pass 1, emissive: (color 162 255 0)
Pass 1, shader: Add
Pass 1, detailColor: Scale
Pass 1, stage 0, mapping: grid
Pass 1, stage 0, texture: EXFireTorchSeq.tga
Pass 1, stage 0, args: 
    FPS=15.0; The frames per second
    Log2Width=2; So 0=width 1, 1=width 2, 2=width 4. The default means animate using a texture divided up into quarters.
    Last= ;GridWidth*GridWidth; The last frame to use
Pass 1, stage 1, mapping: grid
Pass 1, stage 1, texture: EXFireTorchSeq.tga
Pass 1, stage 1, args:
    FPS=30.0; The frames per second
    Log2Width=2; So 0=width 1, 1=width 2, 2=width 4. The default means animate using a texture divided up into quarters.
    Last=GridWidth*GridWidth; The last frame to use
Also, make the FIREAROWTIP mesh camara oriented.



FORGED_BLADE:
Code:
Pass 1, ambient: (color 0 0 0)
Pass 1, diffuse: (color 0 0 0)
Pass 1, emissive: (color 25 43 75)
Pass 1, shader: Add
Pass 1, texture stage 0: EXLnzFlar2.tga

I tested this and it work fine when viewed using the w3d viewer. I don't know how the result will be ingame but so far that conversion has given me nothing but troubles. Hope you have more luck.
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Old 01-28-2005, 05:04 PM   #3 (permalink)
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thanks! thats definitley got me somewhere. I still have a couple of problems

EDIT2: Ok.. fixed animation only 2 problems now

1.The forged_blade glow looks kinda oversaturated and white/opaque.. not really a subtle blue glow... not sure if I've done somthing stupid...

2. I'm not sure how to make an object align to camera..
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Old 01-28-2005, 05:18 PM   #4 (permalink)
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1. Select the FIREAROWTIP mesh and on the right bar select the utility tab (the one with the hamer). The top option there is 'W3D Tools'. Select it and under Geomerty options check 'Cam-Orient'.

2. I think you're adding this at the wrong place. In the material editor at the vertex material tab there are two textarea's under stage 0 mapping and stage 1 mapping. The data I posted goes directly into those area's. This makes my fire arrow animate nicely.

3. My bad, the texture should be at stage0, I edited in the original post. I don't know exaclty what you mean as I can't see it but just for comparison, mine looks like this:
http://www.makaveli.nl/rene/MaterialTest19.jpg

I thought that looked pretty ok as they look like that in the game too (just a blue glow).

EDIT: too late with scratching, I already made the reply
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Old 01-28-2005, 05:30 PM   #5 (permalink)
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Ah... I thought I was going crazy with the stage0 turning from 1 to 0...

I just worked out the glow... I had the other colours at default 255 rather than 0..
thought cam orientate might be in there

Thanks! That all worked superbly! Now to get it in game with tibed..
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Old 01-29-2005, 01:10 PM   #6 (permalink)
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Arg.. looks like I need a new version of TibEd or somthing... it's not generating asset files unless I rename the model to RUelfwar_SKN... and when I do that I just get an invisible model. The log is full of "Does not support replacing ingame models (yet)" errors..

It's odd though. I've managed to get it to work correctly before..

*Settles down to wait*
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Old 02-02-2005, 02:39 PM   #7 (permalink)
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Arg.. return of the GMAX newbie...

After getting it ingame (although the texture was pink.. I think I can solve that 'un though) I realised the mesh was not attatched to the skeleton... after comparing my file to the default RUelfwarrior file I seem to have overcomplicated things somehow...

Any ideas?

Thanks
AoW
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Old 02-02-2005, 02:46 PM   #8 (permalink)
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Dit you use a WWSkin spacewarp to bind the model to the bones?
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Old 02-02-2005, 03:28 PM   #9 (permalink)
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I don't think I did anything to bind the models to the bones.. thats sorta what I was asking... how can I do it? /embarassed
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Old 02-02-2005, 04:00 PM   #10 (permalink)
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try this tute http://www.deezire.net/modules.php?n...ewtopic&t=4724
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