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  1. #1
    Dontfearme22's Avatar Campidoctor
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    Default Helmet Crests

    I have noticed some modders have been able to mix and match helmet crests, and i am wondering two things:
    1. Are there any limits as to what helmets can have crests added to them, and...
    2. Can someone provide a definitive tutorial so the entire community can figure this out

    I tried this myself, but i ran into issues and for now I would like these two answered, as it would help both the Age of Bronze mod i am working on, and the entire modding community.

  2. #2

    Default Re: Helmet Crests

    Well I found out how to do it yesterday, believe or not if you know how to make new armor, it works the same way here is a tutorial talk about that a bit:

    http://www.youtube.com/watch?v=Anfqvte_px4

    However with crest all you need to work on is just the diffuse texture. Make a new texture when it comes to the diffuse, then with a Hex editor open the rigid_model_v2 file. Then type in the new diffuse texture in the diffuse section of the model, here are two tutorials talking about that:

    http://www.youtube.com/watch?v=_HJ-v72mXiM (start at 5:49)

    http://www.twcenter.net/forums/showt...iginal-texture

    Then once done with these you make a new variant definition for your new crest. You can add this to your custom or already existing helmets. Is there a limit to how many crest you can put on a model? That I don't know. I see the it shows alot of my crest, but I have noticed some are missing. So That is what I know about that I hope it helps. God Bless.
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  3. #3
    Dontfearme22's Avatar Campidoctor
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    Default Re: Helmet Crests

    Quote Originally Posted by Man of West Gondor View Post
    Well I found out how to do it yesterday, believe or not if you know how to make new armor, it works the same way here is a tutorial talk about that a bit:

    http://www.youtube.com/watch?v=Anfqvte_px4

    However with crest all you need to work on is just the diffuse texture. Make a new texture when it comes to the diffuse, then with a Hex editor open the rigid_model_v2 file. Then type in the new diffuse texture in the diffuse section of the model, here are two tutorials talking about that:

    http://www.youtube.com/watch?v=_HJ-v72mXiM (start at 5:49)

    http://www.twcenter.net/forums/showt...iginal-texture

    Then once done with these you make a new variant definition for your new crest. You can add this to your custom or already existing helmets. Is there a limit to how many crest you can put on a model? That I don't know. I see the it shows alot of my crest, but I have noticed some are missing. So That is what I know about that I hope it helps. God Bless.
    thank you, but im more interested in a very bare bones explanation of how to actually add vanilla crests to vanilla helmets i.e. how would i get the spartan sideways crest onto a roman gallic helmet?(purely a example)

  4. #4
    Civis
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    Default Re: Helmet Crests

    Quote Originally Posted by Dontfearme22 View Post
    thank you, but im more interested in a very bare bones explanation of how to actually add vanilla crests to vanilla helmets i.e. how would i get the spartan sideways crest onto a roman gallic helmet?(purely a example)
    You add the variantmesh to the crest section of the variantmesh of the helmet itself.

  5. #5
    Dontfearme22's Avatar Campidoctor
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    Default Re: Helmet Crests

    Quote Originally Posted by zeroFreeze View Post
    You add the variantmesh to the crest section of the variantmesh of the helmet itself.
    understood, thanks a bunch

  6. #6
    Civis
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    Default Re: Helmet Crests

    The crests can be modified and added to I believe any helmet. However, the crests generally come in a 256x256 size and the position of the crest in the DDS texture file is I believe important. If you move it down, the crest may become cut off, You can also lengthen the crest and make it taller, however as I said, I believe the bottom of the texture must remain at the same level as it currently is - most likely due to how the texture wraps around the model. You can add roughly 3 crests, a centre one, a left and a right. Not sure if there are any more you can add. To add crests, just follow Jack Lusteds variantmesh tutorial. For custom crests, you need to follow the tutorials linked above. Remember to save the normal/bump map as DXT5 with generate mipmaps, and the other textures (diffuse, gloss, specular) as DXT1 compression with generate mipmaps.

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