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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 06-19-2005, 01:09 PM   #1 (permalink)
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Default Housecolor?

Hi guys

I made a new model for the urukhai fighter (he got a shield). It works great, but i got a strange error: The model has no housecolor :tard:

I dindt change a thing in the ini file (exept the model name) and it uses the same textur as befor, but it has no housecolor. :S

Does anyone know why?
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Old 06-19-2005, 05:16 PM   #2 (permalink)
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You need to ungroup part of the model that you want to be the house color and name it somthing I forget those.
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Old 06-19-2005, 05:26 PM   #3 (permalink)
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The Housecolor in BFME works different than in Generals
(The Generals system (HOUSECOLOR01) still works in BFME, but it would be hard to use it for a soldier )
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Old 09-09-2005, 06:58 PM   #4 (permalink)
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Quote:
Originally Posted by Chriz";p=&quot View Post
The Housecolor in BFME works different than in Generals
(The Generals system (HOUSECOLOR01) still works in BFME, but it would be hard to use it for a soldier )
That HOUSECOLOR0n naming method tints the whole mesh, it's very different from what EA does in their models. They set a special alpha texture as the "detail color" of the model and set a specific apply value on it that our old renegade tools don't support neither reading nor writing. Whenever you see "INVSCALE" there, it should actually be something else, and exporting as INVSCALE will definitely not work.

I've found out the right value and with the help of René (the man!) got EA's housecolor method fully working in-game with some awkward hex editing. René will release an app real soon that will do that at the click of a button (ok, 2 buttons heh), which's really great news
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Old 09-10-2005, 10:04 AM   #5 (permalink)
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The detail color has a value of 12 (0x0C). Our tools can not go higher than 8 (0x08). I already knew that this existed since the release of BFME but thanks to MaDDoX I found out this week what the actuall meaning of this value is: Housecolor.

I made an app to do it but somehow broke it when making the UI. I should have some spare time this weekend to fix it.

Edit:
This should do it (although I also said that yesterday to MaDDoX

http://www.makaveli.nl/rene/BFMEHouseColorer.exe

It's a really simple app. After lauch press browse to select the w3d file to edit. A list of all meshes in this file appears. Select the ones that should be housecolor. Press update and the shader for the selected meshes is changed.

Current limitations are that the housecolor mesh should not contain a multimaterial nor should it contain a multipass material but I don't think that should be a problem.

Edit2"
Due to the fact that the number of actions required for this is very limited it may appear that nothing happens, this is not true though.
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Old 09-19-2005, 08:11 PM   #6 (permalink)
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René is da man. My finding could never get off the drawing board without his insane hex/w3d editing knowledge. As I mentioned to Aaron later, he's the single best w3d hacker in existance! :drunk:

Thanks to him we can now have perfect models ingame, thanks again mate!
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Old 09-21-2005, 12:48 PM   #7 (permalink)
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thy, this tool is realy usefull

But there seems to be am small bug: i tried it on mounted units (Haradrim with horse an Gothmog riding on a warg), both times the rider has no housecolor (horse/warg have housecolor )
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Old 09-21-2005, 01:21 PM   #8 (permalink)
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What shader settings did you use during export?
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Old 09-21-2005, 04:32 PM   #9 (permalink)
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I use the same setting for Gothmog and his Warg.

I first thought it was a mistake in housecolor.ini, but since the unmounted Version has housecolor, it cant be an ini problem :/

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Old 09-21-2005, 05:30 PM   #10 (permalink)
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Could you try the following

- Set the detail color of all housecolor meshes to Disable.
- Export the model.
- Open the model in wdump, found in the renegade tools install directory.
- Expand the first W3D_MESH object in the tree.
- Select the W3D_CHUNK_HEADER3 object.
- There should be a MeshName parameter, if it does not match the name of the housecolor mesh, expand the next W3D_MESH object. Repeat until you reach the correct object.
- Under the correct mesh, select W3D_CHUNK_SHADER.
- Here there should only be parameters starting with 'shader[0]'. If they have a higher number you have a multi material or a multipass material. (I'll fix those in a next version, also found some more stuff to include, see below).
- Find shader[0].DetailColor, this should have the value Disable.

If all of the above is correct, close wdump and run my app on the correct meshes. Then repeat and the last value should now read InvScale (NOTE: this is not actually the InvScale value but to prevent wdump from crashing a mod function is used). If all of the housecolor meshes read this value after you use my app than I'm afraid I can not do much more for you.

I did find some models using the alpha test shader (rohirim archers) but there are also models that don't use it (standard rohirim).

There is also a second value that our tools can not reproduce that I just found but the only places using them so far are the fire arrow upgrades.
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