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Age of Mythology Heaven » Forums » Modding and Scripting » Help with Ogre Mod
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Topic Subject:Help with Ogre Mod
BikerKid18
Mortal
posted 24 September 2006 01:56 PM EDT (US)         
I'm making anew unit called Ogre. Its not modded with GMax, I just copied the Mountian Giant Model & Anim. I just changed the texture and put in another Unit in the Protox. It comes up in editor but doesn't have a texture or any effects. Could someone hotlink me to a guide or tell me were to put the files and how to name them?

Much thanks,
BikerKid

AuthorReplies:
Magnum Pi
Mortal
posted 24 September 2006 04:49 PM EDT (US)     1 / 14       
Be sure the texture in its bmp AND ddt form have the same demensions as the bmp and texture that the original unit has.

Quote:

It comes up in editor but doesn't have a texture or any effects

By this do you mean that there is an entry for it in the unit placing mode in the editor, but when you try to place the unit, it doesn't appaer? If so, then what that means is that the unit is invisible, just make sure that the anim file for the unit has the units proto name EXACTLY as it appears in proto except for the added "_anim" after the unit's name. Then don't forget to place the units anim file in the "C:/.../Age of Mythology/anim" folder.

BikerKid18
Mortal
posted 24 September 2006 06:09 PM EDT (US)     2 / 14       
Thanks for your help. But now it just shows up as a Mountain Giant. And yes the BMP's/DDT's have the same demensions. Anything more I can do?

Stupid Vamparism, ruins Oblivion!
Brownboot
Mortal
posted 25 September 2006 07:49 AM EDT (US)     3 / 14       
Post screens of your texture.
MythicRuler
Mortal
posted 25 September 2006 01:12 PM EDT (US)     4 / 14       
Did you replace the texture in anim with replacetexture?

Check out all of the mods I made here
BikerKid18
Mortal
posted 25 September 2006 04:56 PM EDT (US)     5 / 14       
Well heres the Texture. . .


still needs a little work

[This message has been edited by BikerKid18 (edited 09-25-2006 @ 04:58 PM).]

PrplPplEater
Mortal
posted 25 September 2006 09:03 PM EDT (US)     6 / 14       
Not bad BK.

A little flat for my taste. But that will be fixed with the model I assume.

BikerKid18
Mortal
posted 25 September 2006 10:48 PM EDT (US)     7 / 14       
Thanks. I can get the right Texture when its in its "Birth_Anim" but not in the others. What do you think?

P.S. I need to move the head around and add more detail. Is there a way to give the Head more pixels for details, or do you have to keep it the exact same, OR could I even use a cinematic head texture off of like Arkantos and just repaint it? Just wondering.

I just got back into AoM, that is Modding and what not. I just wanna say you guys have been a huge help! So Thanks a ton!

PrplPplEater
Mortal
posted 25 September 2006 11:36 PM EDT (US)     8 / 14       
Do you know how to model at all? I hate to advertise for him, but Purple Puppy is incredible!

You can see some of his work in the Roman Legionary mod, the Ancient Canon mod, and a huge team mod coming up hopefully next month. He does a lot of incredible auto work as well: [1] [2] and most recently (and most amazingly IMO), his Porsche Carrera GT. It's a "work in progress" and he posted that about 5 minutes ago.

He's our Lead Modeler over at Purple Design Studios. Incredible worker. He's really fast too. Maybe he can help out?

Brownboot
Mortal
posted 26 September 2006 09:24 AM EDT (US)     9 / 14       
PplEater you're full of more bs than anyone on these boards :P.
Orc Master
Mortal
posted 26 September 2006 10:12 AM EDT (US)     10 / 14       
BikerKid18, you absolutely can make your head texture with more pixels to add details. You can do that with the body texture as well.

Although, to get you a better help, I'd suggest you to post the anim file here in the thread. I bet it's just an extra-space or something.

Your texture looks terrific! Just blur some edges a little and you're done. Of course, that's just an advise


STAR WARS

EMERGENCE OF DARKNESS

MODPACK

=================
BikerKid18
Mortal
posted 26 September 2006 03:35 PM EDT (US)     11 / 14       
Thanks Orc Master, you were the only one to awnser my question...lol. Well any ways here the Anim. . .

//========================================================== ====================
// Ogre_anim.txt
//========================================================== ====================

//========================================================== ====================
define norsebirthSFX
{
set hotspot
{
version
{
VisualParticle SFX N Myth Unit Birth Effect

}
}
}

//========================================================== ====================
define arrow
{
set hotspot
{
version
{
Visual Attachments A HandArrow
}
}
}

//========================================================== ====================
anim Birth
{
SetSelector
{
set hotspot
{
version
{
Visual Special N Giant_BirthA
connect HOTSPOT norsebirthSFX hotspot
ReplaceTexture Special N Giant Head/Ogre Head
ReplaceTexture Special N Giant/Ogre
}
}
}
}


//========================================================== ====================
anim Idle
{
SetSelector
{
set hotspot
{
version
{
Visual Special N Giant_idleA
ReplaceTexture Special N Giant Head/Ogre Head
ReplaceTexture Special N Giant/Ogre
}
}
}
}

//========================================================== ====================
anim Death
{
SetSelector
{
DamageLogic 0 25 50 75
set hotspot
{
version
{
Visual Special N Giant_deathA
ReplaceTexture Special N Giant Head/Ogre Head
ReplaceTexture Special N Giant/Ogre
//-- auto generated by the bang animation tool
//-- do not hand edit these values
tag SpecificSoundSet 0.41 false HeavyFall checkVisible
tag SpecificSoundSet 0.83 false HeavyFall checkVisible
//-- end auto generated section
}
}
set hotspot
{
version
{
Visual Special N Giant_deathA
ReplaceTexture Special N Giant Head/Ogre Head
ReplaceTexture Special N Giant/Ogre
//-- auto generated by the bang animation tool
//-- do not hand edit these values
tag SpecificSoundSet 0.41 false HeavyFall checkVisible
tag SpecificSoundSet 0.83 false HeavyFall checkVisible
//-- end auto generated section
}
}
set hotspot
{
version
{
Visual Special N Giant_deathA
ReplaceTexture Special N Giant Head/Ogre Head
ReplaceTexture Special N Giant/Ogre
//-- auto generated by the bang animation tool
//-- do not hand edit these values
tag SpecificSoundSet 0.41 false HeavyFall checkVisible
tag SpecificSoundSet 0.83 false HeavyFall checkVisible
//-- end auto generated section
}
}
set hotspot
{
version
{
Visual Special N Giant_deathA
ReplaceTexture Special N Giant Head/Ogre Head
ReplaceTexture Special N Giant/Ogre
//-- auto generated by the bang animation tool
//-- do not hand edit these values
tag SpecificSoundSet 0.41 false HeavyFall checkVisible
tag SpecificSoundSet 0.83 false HeavyFall checkVisible
//-- end auto generated section
}
}
}
}

//========================================================== ====================
anim Bored
{
SetSelector
{
set hotspot
{
version
{
Visual Special N Giant_boredA
ReplaceTexture Special N Giant Head/Ogre Head
ReplaceTexture Special N Giant/Ogre
}
}
}
}

//========================================================== ====================
anim Flail
{
SetSelector
{
set hotspot
{
version
{
Visual Special N Giant_FlailA
ReplaceTexture Special N Giant Head/Ogre Head
ReplaceTexture Special N Giant/Ogre
}
}
}
}

//========================================================== ====================
anim Walk
{
SetSelector
{
DamageLogic 0 25 50 75
set hotspot
{
version
{
Visual Special N Giant_walkA
ReplaceTexture Special N Giant Head/Ogre Head
ReplaceTexture Special N Giant/Ogre
//-- auto generated by the bang animation tool
//-- do not hand edit these values
tag SpecificSoundSet 0.07 false GiantFootsteps checkVisible
tag SpecificSoundSet 0.57 false GiantFootsteps checkVisible
tag FootstepLeft 0.30 true
tag FootstepRight 0.80 true
//-- end auto generated section
}
}
set hotspot
{
version
{
Visual Special N Giant_walkA
ReplaceTexture Special N Giant Head/Ogre Head
ReplaceTexture Special N Giant/Ogre
//-- auto generated by the bang animation tool
//-- do not hand edit these values
tag SpecificSoundSet 0.07 false GiantFootsteps checkVisible
tag SpecificSoundSet 0.57 false GiantFootsteps checkVisible
tag FootstepLeft 0.30 true
tag FootstepRight 0.80 true
//-- end auto generated section
}
}
set hotspot
{
version
{
Visual Special N Giant_walkA
ReplaceTexture Special N Giant Head/Ogre Head
ReplaceTexture Special N Giant/Ogre
//-- auto generated by the bang animation tool
//-- do not hand edit these values
tag SpecificSoundSet 0.07 false GiantFootsteps checkVisible
tag SpecificSoundSet 0.57 false GiantFootsteps checkVisible
tag FootstepLeft 0.30 true
tag FootstepRight 0.80 true
//-- end auto generated section
}
}
set hotspot
{
version
{
Visual Special N Giant_walkA
ReplaceTexture Special N Giant Head/Ogre Head
ReplaceTexture Special N Giant/Ogre
//-- auto generated by the bang animation tool
//-- do not hand edit these values
tag SpecificSoundSet 0.07 false GiantFootsteps checkVisible
tag SpecificSoundSet 0.57 false GiantFootsteps checkVisible
tag FootstepLeft 0.30 true
tag FootstepRight 0.80 true
//-- end auto generated section
}
}
}
}

//========================================================== ====================
anim whirlwindAttack
//anim Groundsmash
{
SetSelector
{
set hotspot
{
version
{
Visual Special N Giant_specialAttackA
ReplaceTexture Special N Giant Head/Ogre Head
ReplaceTexture Special N Giant/Ogre
//-- auto generated by the bang animation tool
//-- do not hand edit these values
tag Attack 0.6 true
tag GenericSound 0.60 true
tag SpecificSoundSet 0.52 false SwordSwing checkVisible
//-- end auto generated section
length 3.0
}
}
}
}

//========================================================== ====================
anim Attack
{
SetSelector
{
DamageLogic 0 25 50 75
set hotspot
{
version
{
Visual Special N Giant_AttackA
ReplaceTexture Special N Giant Head/Ogre Head
ReplaceTexture Special N Giant/Ogre
//-- auto generated by the bang animation tool
//-- do not hand edit these values
tag Attack 0.50 true
tag GenericSound 0.60 true
tag SpecificSoundSet 0.43 false SwordSwing checkVisible
//-- end auto generated section
}
version
{
Visual Special N Giant_AttackB
ReplaceTexture Special N Giant Head/Ogre Head
ReplaceTexture Special N Giant/Ogre
//-- auto generated by the bang animation tool
//-- do not hand edit these values
tag Attack 0.65 true
tag GenericSound 0.60 true
tag SpecificSoundSet 0.53 false SwordSwing checkVisible
//-- end auto generated section
}
version
{
Visual Special N Giant_AttackC
ReplaceTexture Special N Giant Head/Ogre Head
ReplaceTexture Special N Giant/Ogre
//-- auto generated by the bang animation tool
//-- do not hand edit these values
tag Attack 0.56 true
tag GenericSound 0.60 true
tag SpecificSoundSet 0.53 false SwordSwing checkVisible
//-- end auto generated section
}
version
{
Visual Special N Giant_KickA
ReplaceTexture Special N Giant Head/Ogre Head
ReplaceTexture Special N Giant/Ogre
//-- auto generated by the bang animation tool
//-- do not hand edit these values
tag Attack 0.46 true
tag GenericSound 0.60 true
tag SpecificSoundSet 0.39 false SwordSwing checkVisible
//-- end auto generated section
}
}
set hotspot
{
version
{
Visual Special N Giant_AttackA
ReplaceTexture Special N Giant Head/Ogre Head
ReplaceTexture Special N Giant/Ogre
//-- auto generated by the bang animation tool
//-- do not hand edit these values
tag Attack 0.50 true
tag GenericSound 0.60 true
tag SpecificSoundSet 0.43 false SwordSwing checkVisible
//-- end auto generated section
}
version
{
Visual Special N Giant_AttackB
ReplaceTexture Special N Giant Head/Ogre Head
ReplaceTexture Special N Giant/Ogre
//-- auto generated by the bang animation tool
//-- do not hand edit these values
tag Attack 0.65 true
tag GenericSound 0.60 true
tag SpecificSoundSet 0.53 false SwordSwing checkVisible
//-- end auto generated section
}
version
{
Visual Special N Giant_AttackC
ReplaceTexture Special N Giant Head/Ogre Head
ReplaceTexture Special N Giant/Ogre
//-- auto generated by the bang animation tool
//-- do not hand edit these values
tag Attack 0.56 true
tag GenericSound 0.60 true
tag SpecificSoundSet 0.53 false SwordSwing checkVisible
//-- end auto generated section
}
version
{
Visual Special N Giant_KickA
ReplaceTexture Special N Giant Head/Ogre Head
ReplaceTexture Special N Giant/Ogre
//-- auto generated by the bang animation tool
//-- do not hand edit these values
tag Attack 0.46 true
tag GenericSound 0.60 true
tag SpecificSoundSet 0.39 false SwordSwing checkVisible
//-- end auto generated section
}
}
set hotspot
{
version
{
Visual Special N Giant_AttackA
ReplaceTexture Special N Giant Head/Ogre Head
ReplaceTexture Special N Giant/Ogre
//-- auto generated by the bang animation tool
//-- do not hand edit these values
tag Attack 0.50 true
tag GenericSound 0.60 true
tag SpecificSoundSet 0.43 false SwordSwing checkVisible
//-- end auto generated section
}
version
{
Visual Special N Giant_AttackB
ReplaceTexture Special N Giant Head/Ogre Head
ReplaceTexture Special N Giant/Ogre
//-- auto generated by the bang animation tool
//-- do not hand edit these values
tag Attack 0.65 true
tag GenericSound 0.60 true
tag SpecificSoundSet 0.53 false SwordSwing checkVisible
//-- end auto generated section
}
version
{
Visual Special N Giant_AttackC
ReplaceTexture Special N Giant Head/Ogre Head
ReplaceTexture Special N Giant/Ogre
//-- auto generated by the bang animation tool
//-- do not hand edit these values
tag Attack 0.56 true
tag GenericSound 0.60 true
tag SpecificSoundSet 0.53 false SwordSwing checkVisible
//-- end auto generated section
}
version
{
Visual Special N Giant_KickA
ReplaceTexture Special N Giant Head/Ogre Head
ReplaceTexture Special N Giant/Ogre
//-- auto generated by the bang animation tool
//-- do not hand edit these values
tag Attack 0.46 true
tag GenericSound 0.60 true
tag SpecificSoundSet 0.39 false SwordSwing checkVisible
//-- end auto generated section
}
}
set hotspot
{
version
{
Visual Special N Giant_AttackA
ReplaceTexture Special N Giant Head/Ogre Head
ReplaceTexture Special N Giant/Ogre
//-- auto generated by the bang animation tool
//-- do not hand edit these values
tag Attack 0.50 true
tag GenericSound 0.60 true
tag SpecificSoundSet 0.43 false SwordSwing checkVisible
//-- end auto generated section
}
version
{
Visual Special N Giant_AttackB
ReplaceTexture Special N Giant Head/Ogre Head
ReplaceTexture Special N Giant/Ogre
//-- auto generated by the bang animation tool
//-- do not hand edit these values
tag Attack 0.65 true
tag GenericSound 0.60 true
tag SpecificSoundSet 0.53 false SwordSwing checkVisible
//-- end auto generated section
}
version
{
Visual Special N Giant_AttackC
ReplaceTexture Special N Giant Head/Ogre Head
ReplaceTexture Special N Giant/Ogre
//-- auto generated by the bang animation tool
//-- do not hand edit these values
tag Attack 0.56 true
tag GenericSound 0.60 true
tag SpecificSoundSet 0.53 false SwordSwing checkVisible
//-- end auto generated section
}
version
{
Visual Special N Giant_KickA
ReplaceTexture Special N Giant Head/Ogre Head
ReplaceTexture Special N Giant/Ogre
//-- auto generated by the bang animation tool
//-- do not hand edit these values
tag Attack 0.46 true
tag GenericSound 0.60 true
tag SpecificSoundSet 0.39 false SwordSwing checkVisible
//-- end auto generated section
}
}
}
}

//========================================================== ====================
anim Gore
{
SetSelector
{
set hotspot
{
version
{
Visual Special N Giant_KickA
ReplaceTexture Special N Giant Head/Ogre Head
ReplaceTexture Special N Giant/Ogre
//-- auto generated by the bang animation tool
//-- do not hand edit these values
tag Attack 0.50 true
tag GenericSound 0.60 true
//-- end auto generated section
}
}
}
}



Stupid Vamparism, ruins Oblivion!
Orc Master
Mortal
posted 27 September 2006 12:01 PM EDT (US)     12 / 14       
Hmm, this is pretty strange... You say the birth animation works prefectly but not the others? If so, then I don't really know what to tell you. The code looks perfect. Sorry, man, but I can't see any mistake...

STAR WARS

EMERGENCE OF DARKNESS

MODPACK

=================
BikerKid18
Mortal
posted 27 September 2006 03:24 PM EDT (US)     13 / 14       
Well thanks anyway. I'm getting the head fixed with more pixels so iut will be a week or so before you can DL it. I hope I have figure it out. =\

Stupid Vamparism, ruins Oblivion!
Orc Master
Mortal
posted 30 September 2006 11:29 AM EDT (US)     14 / 14       
Yeah. Good luck, man...

STAR WARS

EMERGENCE OF DARKNESS

MODPACK

=================
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