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AI, RMS Scripting, and Modding
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Age of Mythology Heaven » Forums » AI, RMS Scripting, and Modding » Creating a new unit Decal question
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Topic Subject:Creating a new unit Decal question
WinterGod
Citizen
posted 15 September 2018 10:18 PM EDT (US)         
Hey, I have been trying to create a brand new unit, but I am having trouble creating new decal files. ReplaceTexture doesn't work with them.


Mosaic

This Roman mosaic replaces an existing unit. But I want to create an all new unit without replacing anything. Is there a special tool for that? I am using the EE version.
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TAG
That AoM Guy
(id: aom expert)
posted 30 September 2018 09:47 PM EDT (US)     1 / 8       
know anything about proto/x editing?

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WinterGod
Citizen
posted 07 October 2018 06:02 PM EDT (US)     2 / 8       

Sorry for the late reply,
Yes I know about proto/x editing. I did texture editing before. But I haven't managed to change the texture for ground textures.

As you can see I have already done some proto editing:

Mosaic

I created brand new living Statues, and the ground mosaic is actually a brand new unit.

I also added blue light to Lampades.
TAG
That AoM Guy
(id: aom expert)
posted 08 October 2018 02:19 PM EDT (US)     3 / 8       
When creating a new unit you just create a new block in the protox that uses a new unit ID and database ID. The database ID refers to the language.Dll file I believe. if you don't have a name in the language file you can just use an X in place of the id in the protox, but the name will have "***" before it.

But anyway, just use other units in the protox as a template. as long as you dont duplicate an id you should see it in the game (of course you would at least need an anim file and model to go along with it.)

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WinterGod
Citizen
posted 08 October 2018 07:40 PM EDT (US)     4 / 8       
Thank your for your help. I got quite far with this object. But I am still not sure how the object will grab the texture file. It's grabbing the shadow map, of the farm which I am using as a template. But I can't create my own textures for ground objects. ReplaceTexture doesn't seem to work on farms.

I tried everything, but I am still not sure, how the DDT file is connected to the brg and mtrl files.

Mosaic

[This message has been edited by WinterGod (edited 10-08-2018 @ 07:43 PM).]

Callistonian
Citizen
posted 05 November 2018 06:54 PM EDT (US)     5 / 8       
@WinterGod - For these types of ground objects, you should be using DCL files (you could also use BRGs that conform to the terrain, but a DCL will work much better). I imagine you already have experience with DCLs since you added lights to units. It's a simple matter to replace the shadow texture. I do not believe that ReplaceTexture works for DCLs.
WinterGod
Citizen
posted 06 November 2018 09:46 AM EDT (US)     6 / 8       
@Callistonian

Hi, I really need help with this. I tried using DCL BRG, Material, but nothing worked. I have no idea what I am doing wrong. It's kind of difficult to create something for AOM EE.
Callistonian
Citizen
posted 06 November 2018 06:35 PM EDT (US)     7 / 8       
It's actually very easy to create stuff for EE, but I'm having difficulty understanding what the problem is at this point.

If you're using DCL for the mosaics (VisualNone in the anim), then you won't be able to just make one DCL file and use ReplaceTexture in the anim to make more units (I think). Because (I think) ReplaceTexture doesn't work for DCLs. So you will have to make more DCL files that each reference the different mosaic textures you have.

If your textures are showing up black on the DCL, it could be because something is misnamed somewhere, the texture format is incorrect, or you used a forbidden character in the texture name (try to stick with standard English characters). DCL files do not have materials (MTRL) so you do not need to worry about that.

If your textures are showing up black on a BRG, it could be for all of the above reasons or that you forgot to extract the MTRL, forgot to set ambient and diffuse levels to reasonable values in MTRL, or UVed the mesh incorrectly (unlikely if it's completely black). But again, I recommend that you use DCL for this particular project instead of BRG.
WinterGod
Citizen
posted 06 November 2018 08:57 PM EDT (US)     8 / 8       
Ok, Success.

I was using the mods folder, and that was creating a problem for some reason. I put the texture in in the real texture folder and simplified the name, [No spaces] and it worked.

Thanks!

I created several Mosaics, and there will be more!

Mosaic

[This message has been edited by WinterGod (edited 11-07-2018 @ 06:18 PM).]

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