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Depth Mod: BFME 2 Deluxe Edition (name to be changed)


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#21 Clement

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Posted 30 May 2006 - 07:14 PM

Animation and skeleton rescaling are very hard and take much time because, for exemple, the weapon isn't placed correctly, so I must edit all animations...
However, what is the problem if I increase the size of the model to adapt it to the skeleton, then in the code to put a "scale" (dwarf to Uruk's skeleton)?
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#22 Bart

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Posted 30 May 2006 - 07:22 PM

ok, you're right, but we still have:

the needed rescales aren't exactly the same on all axises


but is it really hard just to scale (for example 200% on the z-axis) a skeleton and it's animations? i don't really know, just guesswork
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#23 ched

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Posted 30 May 2006 - 07:48 PM

very hard.

implies remaking all the animations.
Software is like sex; it's better when it's free ~Linus Torvald

#24 Clement

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Posted 30 May 2006 - 07:51 PM

It's exactly what I said!

Edited by TheDeadPlayer, 30 May 2006 - 07:52 PM.

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#25 ched

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Posted 30 May 2006 - 07:58 PM

and our friend 2Play didn't seem to have gotten the point, so I repeated :p
Software is like sex; it's better when it's free ~Linus Torvald

#26 Bart

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Posted 30 May 2006 - 08:19 PM

ok, so scaling 20 animations is not as easy as opening them and dragging up an arrow 20 times...

we'll have to live with that then :(

Edited by 2playgames, 30 May 2006 - 08:19 PM.

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#27 Clement

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Posted 31 May 2006 - 07:15 PM

Hi, we need an animator, and especially a skinner, so if you are interested contact 2playgames: 2playgames@pcenter.nl
thanks
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#28 Tomat

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Posted 31 May 2006 - 08:45 PM

I made rohan pitchforkmen
I got into trouble with binding(i even cant see bfme1 anims in w3dwiever anymore. i am gonna dig in and fix it someday) but just in case you can get them binded yourself here they are
I added pitchforks and sharpened skins.

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Edited by Tomat, 31 May 2006 - 08:46 PM.

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#29 Bart

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Posted 31 May 2006 - 09:11 PM

great, thank you

can you mail them to 2playgames@pcenter.nl

(i like these contributions :p)

Edited by 2playgames, 31 May 2006 - 09:16 PM.

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#30 Tomat

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Posted 31 May 2006 - 09:17 PM

sent. did u get it??
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#31 Clement

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Posted 31 May 2006 - 09:22 PM

Yeah, thank you very much Tomat! I will bind it
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#32 Bart

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Posted 31 May 2006 - 09:27 PM

received
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#33 Clement

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Posted 31 May 2006 - 09:29 PM

i even cant see bfme1 anims in w3dwiever anymore


To see them bind the model on a bfme1 skeleton!
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#34 Mullers_11

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Posted 01 June 2006 - 10:38 AM

Yeh....but.....

(i even cant see bfme1 anims in w3dwiever anymore


;)

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#35 Bart

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Posted 03 June 2006 - 06:08 PM

i've updated the site with new screenshots. here's one of them:

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the site can be found at:
http://www.pcenter.n...ds/bfme2deluxe/
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#36 Dain Ironfoot

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Posted 04 June 2006 - 02:43 PM

That rigging reeeeally needs work. His leg is going through the horse.

Dain: Arr Nertea: yarrrr Dain: haharrrr Nertea: graaawwwr Dain: oaaaaaaaarr Nertea: .... honk?


#37 Bart

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Posted 04 June 2006 - 03:26 PM

no it's not, it just looks that way because the edge of his 'shoe' lines up with the bottom of the horse. in fact, the rigging of this unit is one of the best we have
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#38 Juissi

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Posted 04 June 2006 - 03:53 PM

Its looking good 2playgames.

#39 Bart

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Posted 04 June 2006 - 05:30 PM

thanks. more screenshots on the site, including a new unit: orc pikemen
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#40 Bart

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Posted 14 June 2006 - 07:23 PM

a screenshot of all men units can be found on the site. the men faction is now complete (graphic wise)
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