Just saying, if the engine supported standard bump maps, one wouldn't need to put much effort into accentuating details through flat texture without worry of adverse effects. Sure there are better alternatives in the long run, but they require more overlaying effects than a simple bump map. Which for an RTS, would be perfectly suitable.
SEE Beorn
#61
Posted 15 May 2015 - 02:45 PM
https://www.twitch.tv/vileartist - Yes shameless self-promotion
----------------------------------------------------------------------------------------------------------------------
"Old modders never die, they just fade away" ~ Hostile
#62
Posted 15 May 2015 - 02:46 PM
Is it Sage that doesn't allow it?
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#63
Posted 15 May 2015 - 04:21 PM
Sage originated from CnC: generals. It was upgraded to produce BFME1 which supported more advanced AI and script coding. Then it was upgraded again for BFME2 to support normal maps and better water effects. But unfortunately the graphical portion of the engine wasn't truly updated. It only introduced basic normal map support and some primitive specular maps. Unfortunately the AI and coding of BFME2 strangely went backwards.
I know that MANY people prefer the play style of BFME2, and I cannot even begin to contest their justification, because it is their own. However if one were to look at the raw functionality of the script/emotion/and triggered ability systems, BFME1 is just as advanced, if not more than BFME2. BFME2 focused too much on gimmicks and flash.
https://www.twitch.tv/vileartist - Yes shameless self-promotion
----------------------------------------------------------------------------------------------------------------------
"Old modders never die, they just fade away" ~ Hostile
#64
Posted 15 May 2015 - 04:41 PM
I wish someone could crack Sage... so it became editable
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#65
Posted 15 May 2015 - 07:24 PM
Sry there were to mcuh pages,to much with Old material that is not actual anymore...so pls forgive me
-And by the way there still can be told ideas or whishes...no mattter if they are counting,but what's not been told will never be heard
We appreciate your ideas. So jeep em coming. Ya never know sometimes a good one comes along and does change our minds.
There are several reasons for changing the hero level system.
1 is so they can be recruited at different buildings. So some of the heroes will be found at other buildings.
2 is that it's silly to have a character like gandalf suddenly learn a new power while out battling orcs or whatever. He should just have his powers.
3 is that in the prior version all the heroes were tanks and could just be run right into the enemy base with nearly no care. We intend to find a good middle ground where heroes support their armies and can turn the battle in your favor but aren't a one man army by themselves.
Edited by Kwen, 15 May 2015 - 07:44 PM.
Added the quote ;) (Kwen) fixed the numbering :P
- Nazgûl likes this
#66
Posted 15 May 2015 - 07:40 PM
I couldn't have said it better myself NJM That is precisely right and those are the exact reasons for the change in SEE.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#67
Posted 24 May 2015 - 10:26 PM
As for skeletons, I think Gimli would be the best fit. Faramir's too centered around a sword, Aragorn is too royal. Gimli is small, yes, but I don't think it'd look bad. I once rigged Beornings to his skeleton and they looked fine. Two-handed axes are held and swung very differently to swords, so I would rather the model felt a little bit squished than move in an obviously faulty way.
I like that idea even though I had Wildman anims in mind. But they might be too "wild"
So I made some slight adjustments to Beorn's proportions, to better fit the SKL of Gimli...
Hope this is adequate...
Edited by Nazgûl, 24 May 2015 - 10:32 PM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#68
Posted 29 May 2015 - 11:01 AM
I cbf reading whole thread. The rig should be ez from the looks. Will this gentlemen have a cape of any sort?
also im afk til monday, fishing trip. pm me any hero models ill smash it out monday arvo
Edited by Valheru, 29 May 2015 - 11:02 AM.
#69
Posted 29 May 2015 - 04:49 PM
Nah, no cape - like in the movie =)
Cool, you'll have Beorn in the PM box tonight, and Dain dureing the weekend, so you'll have two models to tackle next week
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#70
Posted 14 October 2015 - 03:59 PM
Very good design congratulations for the effort I recommend you do re several of the old models, -orcs, elf, angmar,etc. you have a lot of talent, even long it takes for you to be more homogeneous mod Cheers
Edited by Dark Lord, 14 October 2015 - 04:00 PM.
#71
Posted 25 October 2015 - 02:46 PM
Thank you DL =)
I love your maps btw
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users