London MOD N

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Alex27
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London MOD N

Postby Alex27 » Sat Aug 22, 2009 1:38 am

Does someone knows what's the name of London's Big Ben and Parliament textures?
Last edited by Alex27 on Sun Sep 13, 2009 12:09 am, edited 1 time in total.
[img]https://img202.imageshack.us/img202/7306/logo2dt.png[/img]

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Postby Franch88 » Sat Aug 22, 2009 1:51 am

Some of them are named with the same start suffix, that's "wl_". However, to find all the game textures .tex files that you want is better extract all the mm2tex.ar file with DeAR 2 and then use the TEX Manager program to view them.
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Postby Alex27 » Sun Aug 23, 2009 6:25 pm

Thanks.

I almost replaced all of the London's Big ben Textures and improved the 3d model. But now I want to replace the in-game model, and I'm not sure what my model need to be correctly exported and what I need to replace.
[img]https://img202.imageshack.us/img202/7306/logo2dt.png[/img]

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Postby Franch88 » Sun Aug 23, 2009 11:50 pm

If you plan to make new models replacing the London's PKG ones you don't need to replace the texture files too, because you'll go to use new ones for the new models. When you'll export it as .pkg, to let it work you need to export it as Building, thing possible using the Maxoff's PKG Filter for ZModeler 1.07, available here. The objects have to be four, each one named H, M, L and VL.
The name for the file and the respective bound file has to be the same for an immediate change; then, test it in-game, and maybe you need to fix the object position using the MM2 City Toolkit and opening and extracting the London city files.
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Postby Alex27 » Mon Aug 24, 2009 12:13 am

Thanks,

But how do I make a bound?
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Postby Franch88 » Mon Aug 24, 2009 12:25 am

To make the bound of the PKG to replace, most of the times is enough do a fifth copy of it and name it BOUND assigning the default material; the other four are the ones named H, M, L and VL. :wink:
However, the bound object can be as you want, but it can't have too much polygons.
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Postby Alex27 » Mon Aug 24, 2009 12:42 am

Thanks,

Now when I put it in the game, and I load London, a message appears at about the quarter of the charging process that says
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Postby Franch88 » Mon Aug 24, 2009 1:15 am

The game crashes because of the edit that you've done. Usually, if you've done how I've quickly explained in my above posts you got a working result in-game, but if now you have to replace the respective object manually and adjust it opening London city in MM2 City Toolkit. It's pretty complicated to explain.
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Postby Alex27 » Mon Aug 24, 2009 1:50 am

Do I need to center the object's axis?
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Postby Franch88 » Mon Aug 24, 2009 1:56 am

Do I need to center the object's axis?
You always need to do that to all the objects before export, for any thing that you're making for the game. When you're trying something in-game, sometimes it can make a game crash just because the objects axis haven't been centered.
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Postby Alex27 » Mon Aug 24, 2009 2:29 am

What's the meaning of
[img]https://img202.imageshack.us/img202/7306/logo2dt.png[/img]

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Postby dummiesboy » Mon Aug 24, 2009 3:05 am

The first one is useless. The second one is like a re-enforcement for the bound. It can't be modified. Basically, the bound also can't be changed. The third one applies grass effects, water effects, and other effects to it. It also cant be modified.
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Postby Alex27 » Mon Aug 24, 2009 3:30 am

Thanks.

Here's some pictures of my unfinished model in ZModeler 1.07b
If you see something I've done wrong in these pictures, please tell me.

3d view with active bound

Image

3d view with inactive bound

Image

Front view

Image

Back view

Image

Clock face

Image

P.S. Some of my model's textures are not square and are larger than 512x512, please tell me if it could be the problem.
[img]https://img202.imageshack.us/img202/7306/logo2dt.png[/img]

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Postby dageek » Mon Aug 24, 2009 7:03 am

Yeah you should change the tex sizes to 512x512.
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Postby dummiesboy » Mon Aug 24, 2009 12:33 pm

Yes, change them to 512x512.

Great textures though! 8O
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