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Converting 3D terrain to a 2D Height map
Learning by example: building and importing level for Codename Eagle
I’m passing all the information that I have
about modding vehicles in Codename Eagle.
What I’m doing to change the vehicles appearance is I’m providing my own 3D models that overwrite the built in vehicles. I haven’t been able to change their attributes like speed and armor but still leaves a lot of fun to be had.
What you need to do is to create the 3d meshes (3 Levels of Detail and a collision mesh), and export them in the .3ds
format with ALL the normals on all the meshes flipped.
Your texture maps need to be in the uncompressed Targa format (.tga) and can be 24bit or 32bit(alpha channel for transparency).
For compatibility older video cards, the textures should not exceed 256x256
pixels in size.
Name your highrez .3ds file the same name as the game’s .3ds file for the particular object you want to replace. Give the rest of your
detail files any name you choose, just remember that a file that has the same name as a file already in the game will overwrite the game’s file.
If you want to try and find out the names for yourself, there is list of all the objects in the game
here:
http://www.codenameeagle.com/Downloads/allobjects.doc
To import your stuff into the game you need Mickle's mapmaker
tools:
Basically you choose any map you want that was included with the game or a custom one. Then you add your custom vehicle meshes and textures. Compile the level and that’s your mod, they are level specific, unless you want to hex-edit it into the original objects.dat file or create custom objects of all the objects that you will ever use.
If you need any help on anything about modding CE, don’t hesitate to
ask!!
Please ask questions, I don't want to get frustrated and quit because something is holding you up.
You can post your questions on this forum and have your questions answered quickly by some very knowledgeable people.
http://pub30.ezboard.com/fceandbfcommunityfrm18
-here a NULL texture, for use in hiding objects. (just rename a copy of null.tga to the name of the object you want to replace. Example: porp.tga)
-Be careful with changing tire models, if you remove them you may experience errors.