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Topic Subject: Have a Question? Post it Here!
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posted 28 November 2005 05:00 PM EDT (US)   
In my efforts to enliven the scenario design community, it seems I've neglected our important modders and AI/RM scripters. So I've done a little housekeeping by getting rid of old, useless sticky threads and, hopefully, by relieving some of the question clutter with this thread.

First of all, if you're new to the forums.... in fact, even if you're not, I encourage you all to read this thread. However, instead of posting your questions in the scenario design thread, I encourage you to post them here.

What's more, I will be somewhat more lax with the question threads in this forum; afterall, questions seem to make up the majority of the activity in this portion of the community. I simply feel that it might be more convenient for the diligent sages who answer the questions, like Argalius, if all the queries were in the same place.

So. Please read the thread, follow the guidelines, and post your questions regarding modding, AI, or RM scripting here. Unless you believe the problem warrants discussion, in which case feel free to make a separate thread for it.

Okay? Fire away.


Your Divine Overlord
KING JARED
Aw, hell, I dunno, she had some tig-ole-bitties, d'int she?
big.vitt@gmail.com

[This message has been edited by King Jared (edited 11-28-2005 @ 05:02 PM).]

Replies:
posted 11 December 2005 04:56 AM EDT (US)     26 / 2500  
@Magnum Pi: You'll have to extract the proto.xmb file from data.bar, you'll need the BarExplorer for that (can be found in the download section).

And the guide doesn't replace Jason, it just uses him as a base.

@Problem_finder: If you just want new textures then go search the tutorial for that. If you want new ones to be added, then I can't help you further.


|| argalius.elpea.net
|| Cherub at AoE3H
|| In honor of FlipBizcut
|| Mod: The Age of Crusades
posted 12 December 2005 06:19 PM EDT (US)     27 / 2500  
I am working on a Thunder Bird mod. I want it to have a body of a Stymphalian Bird, but shoot lightning bolts like Osiris, Pharaoh of Osiris, Man O' War, and so on. I gave it a lightning attack like all the others, and it would turn into a Pharaoh of Osiris mid air, fire the bolt of lightning, then become a Bird again. So, I tried keeping the attack the same and changing the projectile to osiris lightning. That gave me a Bird that didn't have a projectile. So, I made a new projectile, with the data of a Stymph bird feather, and the animation of the osiris lightning. I put this into the protox and made it the projectile type. There was still no projectile in editor. I'm wondering how to let my bird shoot lightning bolts. If you can help, it would be much appreciated.
posted 16 December 2005 06:44 PM EDT (US)     28 / 2500  
When you make a mod to the game, is there like a "mod select" screen so that you can go back to normal AOM? Because if I create a mod, I don't want to constantly play with meteor being like uber-powerful and with throwing axemen spinning like tops, which I would probably accidentaly do if I made a mod.

I'm on a a mac, I don't have titans, I'm new to age of mythology but not all RTS.
Pi memorisers club! Not to be confused with Pi club! Memorise Pi to at least 10 decimal places (3.1415926535) and post what you have memorised in your signature! 3.141592653589793238462643383279502884197169399375105820974944
posted 18 December 2005 12:19 PM EDT (US)     29 / 2500  

Quoted from King Jared:

An easyish way to find out what textures belong to which unit is to extract one of that unit's models, then open the BRG file in Programmer's Notepad. Now, when you open it, it'll be blank (perhaps with BANG printed in it), but if you hit the hexadecimal button (little H icon at the bottom-left) and scroll down to the bottom, along the right side you'll see some text. This is the texture that's applied to that model.


Sorry, but what's a BRG file? Does anyone know what the spear for Arkantos in cinematic mode is called?

posted 18 December 2005 06:15 PM EDT (US)     30 / 2500  
Well, I got a way to edit the protox file (finally) and I'm still a little lost on how to make a new unit/building, so instead of trying to add a plantation to AoM, I edit the protox file to simply make caravans (of all civs) take zero pop.

My question is, now that I have edited the protox, how do I get my changes to take affect? I'm just now going to try adding my protox.xml to my Program files\...\Age of Mythology\data folder.

If this isn't how I do it, then could some one tell me how to do it? That would be appreciated.

posted 18 December 2005 11:24 PM EDT (US)     31 / 2500  
Ignore my previous question. King Jared answered it on MSN.

posted 21 December 2005 01:40 PM EDT (US)     32 / 2500  
What is the name for the egyptian titans anim. Also the protox?
posted 22 December 2005 02:00 PM EDT (US)     33 / 2500  
Does anyone know of any good tutorials for modelling organic things (Eg, big scary monsters)? It's just that I have no idea how to go about modelling a creature from scratch...

Quote:

How do i make my own cliff, forest and water types to use.

I'm not sure, but try poking around in 'Terraintypes.xmb'. You'll need to extract it with aomed in the same way as 'Protox.xmb'.

Quote:

I am working on a Thunder Bird mod. I want it to have a body of a Stymphalian Bird, but shoot lightning bolts like Osiris, Pharaoh of Osiris, Man O' War, and so on. I gave it a lightning attack like all the others, and it would turn into a Pharaoh of Osiris mid air, fire the bolt of lightning, then become a Bird again. So, I tried keeping the attack the same and changing the projectile to osiris lightning. That gave me a Bird that didn't have a projectile. So, I made a new projectile, with the data of a Stymph bird feather, and the animation of the osiris lightning. I put this into the protox and made it the projectile type. There was still no projectile in editor. I'm wondering how to let my bird shoot lightning bolts. If you can help, it would be much appreciated.

Have a look at the stature of lightning and see what it uses for it's lightning attack.


Rabid Potatoe Is The Win.

[This message has been edited by Rabid_Potatoe (edited 12-22-2005 @ 02:05 PM).]

posted 22 December 2005 09:04 PM EDT (US)     34 / 2500  
All of the units that use lightning attack, and petsuchos and mirror tower, use the lightning attack data. The data isn't my problem though, it is the animation that gives me trouble. I cant seem to get the bird to shoot the lightning bolt. It does its attack animation, does the damage, and even makes the sound, but no bolt appears. I have even gone so far as to examine all of their animations and look for some common thread, but I haven't been able to find it.
posted 23 December 2005 06:14 AM EDT (US)     35 / 2500  
I have no idea, then.

Does anyone wan't to answer my question?


Rabid Potatoe Is The Win.
posted 23 December 2005 11:51 AM EDT (US)     36 / 2500  
On another topic entirely, I modded a few technologies over the past few days, but I can't get their names to display in game. Does anyone know how to make a tech's name display in game when you put your cursor over it.
posted 28 December 2005 01:16 PM EDT (US)     37 / 2500  
I need help!

Where can I find Gmax Exporter so I can actally edit models!! I have Gmax but I can't find Gmax Exporter!

Please help!


Dude12345


'/-~~''._/_/_/Sir Dundo\_\_\_.''~~-\'
|Winner of Botolf's Best Idea Award|
|~__/*Post your B-Day Here!*\__~|
/~-\* Rohirram Modpack-90%*/-~\
\___/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\___/
~'\______/¯¯\--/¯¯¯\--/¯¯\______/'~
*dude's big adventure courtesy of deadhead.
posted 28 December 2005 07:26 PM EDT (US)     38 / 2500  
Hello.

King Jared, I read the "newcomer" thread and the FAQ and several of the guides listed here but I still have a question for any who can answer. First, I must be an idiot cause I can't even find the "search" feature in the forums.

I am totally new to any type of modding, map making, etc. I usually play FPS shooters. This game has really become quite fun for myself and my son to play, he is young 8. We want to make a map together to just play single player random. I for the love of all that is holy can't even figure out how to make a simple map that will let us play.

I have tried and tried, is their anything you guys can tell me that will help? I don't want to do anything outstanding, I don't want to make a scenerio, I just want us to be able to goof around in the editor and then play it.

- or should I just give up on this. lol.

posted 28 December 2005 08:43 PM EDT (US)     39 / 2500  
Well, to access the scenario editor, click More on the main menu and then Editor. Play around. See what you discover.

o_0
posted 29 December 2005 07:43 AM EDT (US)     40 / 2500  
Hyena Studios has a good RMS tutorial.

Rabid Potatoe Is The Win.
posted 01 January 2006 05:32 PM EDT (US)     41 / 2500  
For the projectile (lightning) problem, have you:

1. defined a separate protounit definition for your new projectile.

2. created an anim for your new projectile.

3. used VisualLightning (as opposed to VisualParticle) in your anim definition when defining which projectile model to use (the projectiles are usually .xmb rather than .brg)

4. defined the <projectileprotounit> in the protounit definition for the unit that will use the projectile.

posted 04 January 2006 05:58 PM EDT (US)     42 / 2500  
I took care of numbers one, two and four on your list. There is no VisualParticle in the animation of the unit I'm modding though. I'm working with the Stypmhalian Bird.
posted 05 January 2006 10:02 PM EDT (US)     43 / 2500  
i downloaded a map, it contains an XML file and an XS file. i know the XML file goes into data, but where do i put the XS?
posted 07 January 2006 06:51 PM EDT (US)     44 / 2500  
I'm making a mod of a fanatic hero and the textures should make it look like Spartan out of Total Warrior. However on the bored, flail and birth animations the model just appears white or uses the Infantry X 2 Sword Fighter Iron texture except for the head. Here is the anim file for it
//========================================================== ====================
// royal guard hero_anim.txt
//========================================================== ====================

import bow_atlantean_anim.txt

//========================================================== ====================
define Sword
{
SetSelector
{

TechLogic none/Copper Weapons/Bronze Weapons/Iron Weapons
set hotspot
{
version
{
Visual Attachments X Double Sword Standard
}
}
set hotspot
{
version
{
Visual Attachments X Double Sword Copper
}
}
set hotspot
{
version
{
Visual Attachments X Double Sword Bronze
}
}
set hotspot
{
version
{
Visual Attachments X Double Sword Iron
}
}
}
}

//========================================================== ====================
define Head
{
set hotspot
{
version
{
Visual Infantry X 2 Sword Fighter Head Iron
}
}
}

//========================================================== ====================
define soul
{
set hotspot
{
version
{
Visualparticle SFX A Hero Soul
}
}
}

//========================================================== ====================
define soulaurora
{
set hotspot
{
version
{
Visualparticle SFX A Hero Soul Aurora
}
}
}

//========================================================== ====================
define heavenlight
{
set hotspot
{
version
{
Visualparticle SFX A Hero Soul Heaven Light
}
}
}

//========================================================== ====================
define soulbirth
{
set hotspot
{
version
{
Visualparticle SFX A Hero Soul Birth
}
}
}

//========================================================== ====================
define heroglow
{
set hotspot
{
version
{
Visualparticle SFX A Hero Glow Small
}
}
}

//========================================================== ====================
anim Idle
{
SetSelector
{
ContainLogic
SetSelector
{
set hotspot
{
version
{
Visual Infantry X 2 Sword FighterH_IdleA
ReplaceTexture Infantry X 2 Sword Fighter Iron/spartan
connect RightHand Sword hotspot
connect LeftHand Sword hotspot
Connect TopOfHead Head hotspot
Connect FRONTABDOMEN heroglow hotspot
}
}
}
SetSelector
{
set hotspot
{
version
{
Visual Infantry X 2 Sword Fighter_carryIdle
ReplaceTexture Infantry X 2 Sword Fighter Iron/spartan
connect RightHand Sword hotspot
connect LeftHand Sword hotspot
Connect TopOfHead Head hotspot
Connect FRONTABDOMEN heroglow hotspot
}
}
}
}
}


//========================================================== ====================
anim Walk
{
SetSelector
{
ContainLogic
SetSelector
{
set hotspot
{
version
{
Visual Infantry X 2 Sword FighterH_WalkA
ReplaceTexture Infantry X 2 Sword Fighter Iron/spartan
//-- auto generated by the bang animation tool
//-- do not hand edit these values
tag FootstepLeft 0.00 true
tag FootstepRight 0.40 true
//-- end auto generated section
connect RightHand Sword hotspot
connect LeftHand Sword hotspot
Connect TopOfHead Head hotspot
Connect FRONTABDOMEN heroglow hotspot
}
}
}
SetSelector
{
set hotspot
{
version
{
Visual Infantry X 2 Sword Fighter_carry
ReplaceTexture Infantry X 2 Sword Fighter Iron/spartan
//-- auto generated by the bang animation tool
//-- do not hand edit these values
tag FootstepLeft 0.00 true
tag FootstepRight 0.40 true
//-- end auto generated section
connect RightHand Sword hotspot
connect LeftHand Sword hotspot
Connect TopOfHead Head hotspot
Connect FRONTABDOMEN heroglow hotspot
}
}
}
}
}

//========================================================== ====================
anim Attack
{
SetSelector
{
set hotspot
{
version
{
Visual Infantry X 2 Sword FighterH_AttackA
ReplaceTexture Infantry X 2 Sword Fighter Iron/spartan
//-- auto generated by the bang animation tool
//-- do not hand edit these values
tag Attack 0.71 true
tag GenericSound 0.40 true
//-- end auto generated section
Connect TopOfHead Head hotspot
connect RightHand Sword hotspot
connect LeftHand Sword hotspot
Connect FRONTABDOMEN heroglow hotspot
}
version
{
Visual Infantry X 2 Sword FighterH_AttackB
ReplaceTexture Infantry X 2 Sword Fighter Iron/spartan
//-- auto generated by the bang animation tool
//-- do not hand edit these values
tag Attack 0.60 true
tag GenericSound 0.40 true
//-- end auto generated section
Connect TopOfHead Head hotspot
connect RightHand Sword hotspot
connect LeftHand Sword hotspot
Connect FRONTABDOMEN heroglow hotspot
}
}
}
}

//========================================================== ====================
anim Death
{
SetSelector
{
set hotspot
{
version
{
Visual Infantry X 2 Sword FighterH_DeathA
ReplaceTexture Infantry X 2 Sword Fighter Iron/spartan
connect RightHand Sword hotspot
connect LeftHand Sword hotspot
Connect TopOfHead Head hotspot
connect ATTACHPOINT soul hotspot
connect ATTACHPOINT soulaurora hotspot
connect ATTACHPOINT heavenlight hotspot
connect ATTACHPOINT soulbirth hotspot
}
}
}
}

//========================================================== ====================
anim Bored
{
SetSelector
{
ContainLogic
SetSelector
{
set hotspot
{
version
{
Visual Infantry X 2 Sword FighterH_boredA
ReplaceTexture Infantry X 2 Sword Fighter Iron/spartan
connect RightHand Sword hotspot
connect LeftHand Sword hotspot
Connect TopOfHead Head hotspot
Connect FRONTABDOMEN heroglow hotspot
}
}
}
SetSelector
{
set hotspot
{
version
{
Visual Infantry X 2 Sword Fighter_carrybored
ReplaceTexture Infantry X 2 Sword Fighter Iron/spartan
connect RightHand Sword hotspot
connect LeftHand Sword hotspot
Connect TopOfHead Head hotspot
Connect FRONTABDOMEN heroglow hotspot
}
}
}
}
}

//========================================================== ====================
anim Flail
{
SetSelector
{
// TechLogic none/Medium Infantry/Heavy Infantry/Champion Infantry
set hotspot
{
version
{
Visual Infantry X 2 Sword FighterH_FlailA
ReplaceTexture Infantry X 2 Sword Fighter Iron/spartan
connect RightHand Sword hotspot
connect LeftHand Sword hotspot
Connect TopOfHead Head hotspot
Connect FRONTABDOMEN heroglow hotspot
}
}
}
}


//========================================================== ====================
anim Birth
{
SetSelector
{
set hotspot
{
version
{
Visual Infantry X 2 Sword Fighter_birth
ReplaceTexture Infantry X 2 Sword Fighter Iron/spartan
connect RightHand Sword hotspot
connect LeftHand Sword hotspot
Connect TopOfHead Head hotspot
Connect FRONTABDOMEN heroglow hotspot
}
}
}
}

//========================================================== ====================
anim RangedAttack
{
SetSelector
{
TechLogic none/Medium Archers/Heavy Archers/Champion Archers
set hotspot
{
version
{
Visual Archer X ArcusH_AttackA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
tag Attack 0.40 true
tag GenericSound 0.40 true
tag SpecificSoundSet 0.65 false Arrow checkVisible
//-- end auto generated section
Connect TopOfHead Head hotspot
connect lefthand bow hotspot
Connect FRONTABDOMEN heroglow hotspot
ReplaceTexture archer x iron/spartan
}
}
set hotspot
{
version
{
Visual Archer X ArcusH_AttackA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
tag Attack 0.40 true
tag GenericSound 0.40 true
tag SpecificSoundSet 0.65 false Arrow checkVisible
//-- end auto generated section
Connect TopOfHead Head hotspot
connect lefthand bow hotspot
Connect FRONTABDOMEN heroglow hotspot
ReplaceTexture archer x iron/spartan
}
}
set hotspot
{
version
{
Visual Archer X ArcusH_AttackA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
tag Attack 0.40 true
tag GenericSound 0.40 true
tag SpecificSoundSet 0.65 false Arrow checkVisible
//-- end auto generated section
Connect TopOfHead Head hotspot
connect lefthand bow hotspot
Connect FRONTABDOMEN heroglow hotspot
ReplaceTexture archer x iron/spartan
}
}
set hotspot
{
version
{
Visual Archer X ArcusH_AttackA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
tag Attack 0.40 true
tag GenericSound 0.40 true
tag SpecificSoundSet 0.65 false Arrow checkVisible
//-- end auto generated section
Connect TopOfHead Head hotspot
connect lefthand bow hotspot
Connect FRONTABDOMEN heroglow hotspot
ReplaceTexture archer x iron/spartan
}
}
}
}

//========================================================== ====================
anim Gore
{
SetSelector
{
set hotspot
{
version
{
Visual Infantry X 2 Sword FighterH_AttackA
ReplaceTexture Infantry X 2 Sword Fighter Iron/spartan
//-- auto generated by the bang animation tool
//-- do not hand edit these values
tag Attack 0.55 true
tag GenericSound 0.35 true
tag SpecificSoundSet 0.55 false PetosuchusSpecialAttack checkVisible
//-- end auto generated section
connect RightHand Sword hotspot
connect LeftHand Sword hotspot
Connect TopOfHead Head hotspot
Connect FRONTABDOMEN heroglow hotspot
}
}
}
}

Please help me

ps. I posted this on a new thread but there was no reply so I put it here


The closer you are to the
light the greater your shadow becomes...

[This message has been edited by exsilduir (edited 01-08-2006 @ 09:35 AM).]

posted 07 January 2006 09:11 PM EDT (US)     45 / 2500  
Um, is it possible to use 3DS max to mod units? and if so, what else do I need, and where do i find it?
posted 08 January 2006 04:34 PM EDT (US)     46 / 2500  
Does anyone know where you can get gmax for free?

The closer you are to the
light the greater your shadow becomes...
posted 08 January 2006 05:33 PM EDT (US)     47 / 2500  
@BENG4499 - it would be in the anim for the projectile, not the main character.

@exsilduir - your anim looks OK, suggest you have a look at the .brg's for the animations that are not taking (_boredA, etc) to make sure that they use the same texture file. Otherwise it may be a problem caused by conflicting mipmaps. If you copy the .brs's you use and then edit them to use the new .ddt this should fix it.

posted 12 January 2006 07:16 PM EDT (US)     48 / 2500  
can someone make a kaileena mod off prince of persia warrior within?

[This message has been edited by aom lover (edited 01-12-2006 @ 07:37 PM).]

posted 14 January 2006 10:18 PM EDT (US)     49 / 2500  
Thanks to all the people who tried to help me with Thunder Bird problem. I ended up figuring it out on accident, while I was working on another mod.
posted 18 January 2006 12:57 PM EDT (US)     50 / 2500  
I think that your thunder bird idea sounds really cool! I hope you'll post it as a modpack!


Sir Dundo


'/-~~''._/_/_/Sir Dundo\_\_\_.''~~-\'
|Winner of Botolf's Best Idea Award|
|~__/*Post your B-Day Here!*\__~|
/~-\* Rohirram Modpack-90%*/-~\
\___/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\___/
~'\______/¯¯\--/¯¯¯\--/¯¯\______/'~
*dude's big adventure courtesy of deadhead.
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