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Last post 03-09-2010, 3:07 PM by kjn. 323 replies.
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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.
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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???
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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!
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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
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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
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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???
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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
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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
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