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Last post 03-09-2010, 3:07 PM by kjn. 323 replies.
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  •  11-06-2009, 7:05 AM 853646 in reply to 853642
    Disco86 Disco86 is not online. Last active: 12-23-2009, 9:19 AM
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    Subject: Re: The Modding Thread.

    PieLighter:

    3)   I want to edit the textures with Paint Shop Pro 9 and I have extracted the files (for Amelia Black) -

    I need to know how to edit these files (I have converted them to .tga, btw) and how to put them back into Art2.bar.

    You can edit TGA-files with the most graphic programs. It works with Photoshop CS or Gimp, you can easily open them with these programs. It is just important that you first save the finished texture as "name.tga" and then rename it in "name.tga.(n,n,n,n)" to reconvert them into ddt-files. n are the numbers that have been in the filename after conversion, like (0,1,8,7) mostly.

    There is no need to put them back into Art2.bar. You just have to put the graphics in the folder, that is written in the XML. You just need to create these folders in your main-aoe-folder or your mod-enabling-folder. For example you can find Amelia Black at art\units\spc\amelia_black. These folders need to be creatd, then you copy ur texture in it and look how it works. 

  •  11-06-2009, 9:49 AM 853666 in reply to 853646
    PieLighter PieLighter is not online. Last active: 16-03-2010, 1:39 PM
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    Subject: Re: The Modding Thread.
    Thanks. Anything about 1) and 2) ?

    Ummm, any ideas for me??? [^o)]
  •  11-06-2009, 9:57 AM 853670 in reply to 853666
    PieLighter PieLighter is not online. Last active: 16-03-2010, 1:39 PM
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    Subject: Re: The Modding Thread.

    But what is the name of the actual texture for Amelia? I opened art2.bar with AOE3ED Archive Viewer and what I got was this:

    If you cant see the pic: http://tinypic.com/r/4vij53/4

    Is it in another art.bar file?


    Ummm, any ideas for me??? [^o)]
  •  11-06-2009, 2:51 PM 853745 in reply to 853642
    kjn kjn is not online. Last active: 03/19/2010, 8:03 PM
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    Subject: Re: The Modding Thread.
    PieLighter:

    OK kjn, I'm back and I need some serious help with creating units...

    Alright, I have created two new units based on Amelia Black and John Black by copying their proto code in protox.xml, (this is for TWC) and given them appropriate names. I have given them new strings in stringtablex.xml. All works perfectly. Except:

    1)   My new units no longer have their parent units' special attacks (Hawk-Eye and Double-barrel) but they still have the Build Trading Post button.

    2)   They have no sounds.

    3)   I want to edit the textures with Paint Shop Pro 9 and I have extracted the files (for Amelia Black) -

    amelia_black_32x32.ddt

    amelia_black_64x64.ddt

    amelia_black_icon_32x32.ddt

    amelia_black_icon_64x64.ddt

    I need to know how to edit these files (I have converted them to .tga, btw) and how to put them back into Art2.bar.

    kjn and other modders, thanks in advance for any help you can give me. I know all of these things are doable.

    If you want the proto code for these units, just ask and I'll put the code in this post.

    Welcome back Pielighter!

    Regarding one and two..Your units are missing data.."Tactics" and "sounds"..If you look into the unit's you modded original files..You'll need to have everything in your new unit's file..Everything is connected..Pay close attention to tags and references that are in your original unit's files..Make sure they are in your modded unit's files.. "Northernlord" ( the thread's starter) posted some interesting data on the units he modded..I believe it's either in this thread or the scenario design thead..I know..It's a lot of time looking through these threads..But..They may help with your questions..I don't like to change from original unit's..Therefore I've never modded my unit's appearances..I have substituted sounds for my explorer though.

    As far as putting things back into your original files/Converting back into .bar form..You can't..But if you put your modded files back into original file status..You simply place them into the correct folders and the game will read them first..E.G. sounds into sounds folder art into art folder..

    Hope this can help a little,

    Regards and good luck!

  •  11-06-2009, 2:56 PM 853750 in reply to 853670
    kjn kjn is not online. Last active: 03/19/2010, 8:03 PM
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    Subject: Re: The Modding Thread.
    PieLighter:

    But what is the name of the actual texture for Amelia? I opened art2.bar with AOE3ED Archive Viewer and what I got was this:

    If you cant see the pic: http://tinypic.com/r/4vij53/4

    Is it in another art.bar file?

    Look in all art files..Would be my best suggestion

    Regards

  •  11-08-2009, 7:27 AM 854246 in reply to 853750
    PieLighter PieLighter is not online. Last active: 16-03-2010, 1:39 PM
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    Subject: Re: The Modding Thread.
    OK thanks a lot kjn.

    Ummm, any ideas for me??? [^o)]
  •  11-08-2009, 9:09 AM 854257 in reply to 854246
    kjn kjn is not online. Last active: 03/19/2010, 8:03 PM
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    Subject: Re: The Modding Thread.
    You're most welcome!
  •  11-08-2009, 9:18 AM 854259 in reply to 854257
    kjn kjn is not online. Last active: 03/19/2010, 8:03 PM
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    Subject: Re: The Modding Thread.

    PieLighter,

    To help clear what I posted in your thread that you started, regarding hc cards..

    To edit, add or change..All cards are located in the homecity( Your civ) .xml.xmb..It is located in the data.bar file for your version of the game..You will extract it with aoe3-ed..Then convert to .xml and edit..Then when you're done making the changes you put the edited .xml into your "data" folder in the programfiles/aoe3..There is also a civ.xml.xmb..You'll need to make changes in there most likely..A lot of this was already covered in this thread..

    Regards 

  •  11-13-2009, 2:11 PM 855637 in reply to 854259
    PieLighter PieLighter is not online. Last active: 16-03-2010, 1:39 PM
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    Subject: Re: The Modding Thread.

    OK my new units are working fine with their portrait icons and all that. I have found out how to add the sounds but I haven't tested it yet. Something about PROTONAME_snds.xml.xmb. Just two more problems.

    1) I still can't work out how to add the parent unit's (the original unit) special attack back into my new unit.

    2) I have modified the texture and placed it inside Art\units\spc\UNITNAME (I will not give this away). I have modified it in TGA format, added the (n,n,x,y) number thing into the filename, and converted it back to DDT with AOE3ED. I did exactly the same with the icons and they work perfectly. I added references in the protox.xml (the icon and portrait icon tags). But the actual unit texture doesn't. It displays the parent unit's texture (Amelia Black) rather than the new one. What am I doing wrong? Is there a tag in the protox.xml that points to the unit's texture? The texture is HIGH PRIORITY for me. Any help would be greatly appreciated. I am soooo close to making a new unit...


    Ummm, any ideas for me??? [^o)]
  •  11-13-2009, 2:43 PM 855640 in reply to 855637
    kjn kjn is not online. Last active: 03/19/2010, 8:03 PM
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    Subject: Re: The Modding Thread.

    PieLighter,

    Yes from what you've posted you are very close..Again..From what you posted..So far it looks like you've done what is needed..

    Regarding the texture problem..I can only suggest two possibilities.

    1 : Make sure the new modded file is placed into the correct folder..I.E.The entire path of the file and folders that it goes into and placed in the art folder of your program folder game files.

    2 : The (n,n,x,y) thing..You may need to alter these numbers so the game will recognize..Make sure they are the same as original file..I ran into this with the post game banner for my modded civ..

    Regards

  •  11-13-2009, 3:08 PM 855643 in reply to 855637
    kjn kjn is not online. Last active: 03/19/2010, 8:03 PM
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    Subject: Re: The Modding Thread.

    Pielighter,

    Sorry.. I forgot to address your first questions..

    The (protoname)_snds.xml..You most likely renamed this and used the original data right?.That file must go into your sounds folder..With all paths and folders included..(See above post)

    The original unit's special attack..Is a simular situation..That file will most likely be renamed to your new unit?.This .xml file will need to be in your data folder so the game will read that first..

    When you do finally get this working..Please do a step by step in this thread?.It will help many others my friend!

    Regards 

  •  11-13-2009, 9:45 PM 855709 in reply to 855643
    MourningStar MourningStar is not online. Last active: 11-13-2009, 9:46 PM
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    Subject: Re: The Modding Thread.

    Okay, so I have a question about units. I want to let a civilization use a specific unit, for example, a musketeer. Now, I already got the civilization to be able to use the musketeer, but I can't upgrade the musketeer to veteran or to imperial. Do I do something with the techtree to let me upgrade the units?

  •  11-14-2009, 6:49 AM 855745 in reply to 855709
    PieLighter PieLighter is not online. Last active: 16-03-2010, 1:39 PM
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    Subject: Re: The Modding Thread.
    OK kjn thanks a lot the sounds were high priority. Once it's done yes maybe I will posta step-by-step, but it will take quite a while. BTW, is this thread stickied yet? I spent most of last night reading this whole thread and I saw the amount of requests you made.Wink

    Ummm, any ideas for me??? [^o)]
  •  11-14-2009, 6:51 AM 855746 in reply to 855745
    PieLighter PieLighter is not online. Last active: 16-03-2010, 1:39 PM
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    Subject: Re: The Modding Thread.

    As for the textures...

    They are in the same folder as the portrait icons and as I said they work but the texture doesn't. I have checked those crazy numbers and they are the same as the original...


    Ummm, any ideas for me??? [^o)]
  •  11-14-2009, 6:54 AM 855747 in reply to 855746
    PieLighter PieLighter is not online. Last active: 16-03-2010, 1:39 PM
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    Subject: Re: The Modding Thread.
    Should I have the name of the texture the same as the protoname? The protoname is Ellie Turner (yes it has a space in Surprise) but the texture name is ellie.ddt (i put the numbers in the tga file before converting back to ddt) It's hard to see why it would need to be the same because the texture name for amelia is amelia.ddt but the protoname is SPCAmelia. Can anybody shed some light on this?

    Ummm, any ideas for me??? [^o)]
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