Age of Mythology: Extended Edition

Age of Mythology: Extended Edition

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Modeling Guide
By Callistonian
--->>Download guide in PDF format[aom.heavengames.com]<<--


The purpose of this guide is to instruct users in the art of modeling for use in Age of Mythology Extended Edition. While this guide makes use of only beginner level 3D modeling skills, you will find that these are sufficient to address most AoMEE modding projects. Modeling necessarily requires a discussion of texturing which will be covered in some detail although specific 2D art skills will not be covered. This is not intended to be a comprehensive guide to 3ds Max - we will only be using a tiny portion of the program’s functionality. However, frequent references are made to more advanced topics and guides where appropriate. This guide assumes basic familiarity with EE’s mod manager[aom.heavengames.com] as well as basic elements of anim modding.

Table of Contents


Required Applications

Introduction to Modeling: Basics

1 Static Models
1.1 Importing
1.2 Viewport Controls
1.3 Editing Attachpoints
1.4 Applying Textures & Materials
1.5 Object & Sub-Object Editing
1.6 Creating New Sub-Object Geometry
1.7 Creating New Object Geometry

2 Texturing
2.1 Using Existing Textures & Materials
2.2 Creating Simple Texture Maps
2.3 Creating Unwrapped Maps
2.4 Player Color
2.5 Texture Baking
2.6 Binary Transparency Textures
2.7 Specular, Gloss, & Normal Effects
2.8 Ghost Textures
2.9 Icons

3 Animations
3.1 Vertex Animation
3.2 Biped Animation
3.3 Rigging & Skinning
3.4 Combining Animations
3.5 Animated UV Maps

4 Exporting to EE & Common Errors

5 Porting Models from Other Sources
5.1 Typical File Formats & Useful Applications
5.2 Example 1: Age of Empires III – Working w/ Granny Animations
5.3 Example 2: Halo 3 – Assigning Material IDs
5.4 Example 3: World of Warcraft – Working w/ FBX Animations
5.5 Optimizing High-Poly Models
5.6 Ethical Use

6 Alternative Model Files
6.1 GRN Files: Granny 3D
6.2 LNG Files: Lightning & Beam Effects
6.3 PRT Files: Particles
6.4 DCL Files: Selection Circles, Footsteps, & Dynamic Lighting

7 Special Topics
7.1 MTRL Files: Materials
7.2 BTI Files
7.3 BTX Files
7.4 Sprites
7.5 LGT Files
7.6 Skyboxes
   
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2 Comments
Callistonian  [author] 1 Sep, 2022 @ 11:28am 
Those look like RGBA (red, green, blue, alpha) values, possibly on a 0-1 scale. I'm not sure how "color" is applied to the .tga "appearance" file, perhaps the color refers to the lighting effect? Try changing the values and see what happens, if nothing happens then you're looking in the wrong place.
Stygian Emperor 30 Aug, 2022 @ 4:32pm 
This guide has been extremely helpful over the, probably... year or so I've been modding this game? I got to the AoM party late.

However, I was trying to figure out how to recolor particle effects - specifically the Son of Osiris Glow - though when I went to check your guide I wasn't able to find an answer.

the Son of Osiris Glow uses:

<AppearanceFiles>
<File>SFX A Hero Glow.tga</File>
</AppearanceFiles>
[...]
<Color>
<X>1</X>
<Y>1</Y>
<Z>1</Z>
<W>0</W>
</Color>

and appears as a red glow in-game;
meanwhile the generic Hero Glow uses the same .tga (I checked, it's a grayscale texture) but its <Color> section looks like:

<X>0.49019608</X>
<Y>1</Y>
<Z>1</Z>
<W>0</W>

and the Hero Glow is a pale yellow. Basically I can't figure out to what X, Y, Z, and W correspond, or if those are even the variables I need to be looking at.


Also, I found a dead link on p.142.