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#21 GothmogtheOrc

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Posted 27 July 2006 - 10:26 PM

ohh... I tried unwrapping it once, I know exactly what you're talking about. I'll fix that now yeah!

Big Thanks,
-GothmogtheOrc

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#22 Pixel

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Posted 27 July 2006 - 10:28 PM

yeah prolly the texture settings for ambitant remmber first top two black bottom two white :p


Um im sure its the other way around:
1st. White
2nd. White
3rd. Black
4th. Black

Thats what i use and it works fine.

#23 GothmogtheOrc

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Posted 27 July 2006 - 10:57 PM

Sweet, it worked. I'll post some cool new renders later tonight... gotta go pick up the bro from the train station right now.

Thanks so much!

-GothmogtheOrc

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Click on my Sig to go to my BFME Modding site where you can download my mods.
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#24 GothmogtheOrc

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Posted 28 July 2006 - 02:47 AM

Ok, render and screenshot time:

First off we have the troublesome Gondor Spearmen:
(arg...for some reason Gimp is paintbucketting the black in the render blue...and messing up how the close up units look. I'll fix this tomorrow and make another render)

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Next we have the Gondor Battering Ram:

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And here are two new renders of the Rhun Swordsmen:
(note: these look much much much better in-game when the lighting shines on them...)

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Comments welcome :p

-GothmogtheOrc

Edited by GothmogtheOrc, 28 July 2006 - 02:49 AM.

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Click on my Sig to go to my BFME Modding site where you can download my mods.
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#25 Hot!c3

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Posted 28 July 2006 - 03:04 AM

the spearmen look great
i like the battering ram
the soldier of rhun guys are good to

Edited by Hot!c3, 28 July 2006 - 03:10 AM.


#26 Cobra

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Posted 28 July 2006 - 06:53 AM

Comming to a castle gate near you


ROFL :umad: :D

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#27 Clement

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Posted 28 July 2006 - 07:34 AM

Hey good job!
The spearman is really fine, I love his spear! And apparently the binding is good (easterling's anims?)
The battering ram is good too, good binding (and I know that it isn't really easy)
And now the rhun swordman is perfect!
Posted Image

#28 Feanor

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Posted 28 July 2006 - 03:27 PM

they look cool good job :umad:

Edited by Feanor, 28 July 2006 - 03:27 PM.

'I can harness the very energy within the walls of this place, and bind them too me, I can turn the air in your lungs to fire, and you....you are nothing more than leaves in a storm, did you really think you could face me here and survive'

- Ammon Jerro, Court Warlock of Neverwinter, lord of Haven

#29 GothmogtheOrc

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Posted 28 July 2006 - 03:31 PM

(easterling's anims?)

Yep, the spearmen use the easterling animations. Seemed a good fit and I had already binded a model to the that skl before, so I went with what I knew.

The battering ram is good too, good binding (and I know that it isn't really easy)


Actually it was really easy for this unit, I just binded the gondor soldiers to the uruk skl and replaced them via code. They don't look perfect in-game, but it's as good as it's gonna get when humans use uruk animations lol.

In hindsight I think it really helped me that I did those Isengard crows first, I got 20 simple binding jobs that cemented the correct way to do it quickly. *And if I ever have to bind a crow again I will go crazy!*

Where's Matias? I'd like to hear your thoughts on the rhun armor.

-GothmogtheOrc

Edited by GothmogtheOrc, 28 July 2006 - 03:31 PM.

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Click on my Sig to go to my BFME Modding site where you can download my mods.
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#30 GothmogtheOrc

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Posted 31 July 2006 - 08:52 PM

Ok, Update time!

I am extremely proud to present my first 100% from scratch skin. This is the new Gondor Tower Guard:

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I put a ton of detail into this skin, unfortunately you can only see a tiny bit of it in-game:

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This skin probably took me about 10-12 hours all told. I spent most of saturday working on it, with some touch ups today. The face and helmet were without a doubt the toughest parts. The face just didn't want to work right, and the helmet highlights were a pain.

Two things you can't really see as well in the screens:
-The tunic is a mix of black and navy, up close it looks much more like a velvet type of fabric then in the screens. Not that this matters in-game, but I'm proud that I got it to work like that.
-The leather gauntlets have a huge amount of detail in them, again not very noticeable in most of the screens.

This skin was based off of Pippin's costume in Minas Tirith... it will also be the base of Pippin's Heavy Armor costume as well as Beregond. The model is just a regular gondor soldier with new sword.

In my mod these guys will be the elite gondor soldiers, the old tower guard are going to be called the "citadel guard" and will be strong units like the berserkers (max of 4 at a time though).

-GothmogtheOrc

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Click on my Sig to go to my BFME Modding site where you can download my mods.
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#31 zimoo

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Posted 31 July 2006 - 08:54 PM

Very nice skin, I'm surprised you drew that tree from scratch though (the one on his upper body armour).

Also, well done for staying true to Tolkiens works (don't know if that was intentional or not)
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#32 GothmogtheOrc

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Posted 31 July 2006 - 09:16 PM

Yes, it was intentional. :p

As for the tree, I decided that if I was going to make 90% of the skin from scratch I might as well make it all from scratch so that I could say I did it at least once. I don't plan on making any more skins from scratch like this again though. Not cause it's hard, but because I don't have the time to spend on it. If I want to finish my mod I have to move quickly on each individual thing.

-GothmogtheOrc

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Click on my Sig to go to my BFME Modding site where you can download my mods.
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#33 adummy

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Posted 31 July 2006 - 09:17 PM

yes finaly a unit that has a beard. you have made my day with that. :p
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#34 Nertea

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Posted 01 August 2006 - 08:19 AM

We'll make a skinner of you yet :umad:.

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#35 Feanor

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Posted 01 August 2006 - 08:28 AM

looks good for your first skin fom scratch, but for the model I would suggest useing eomers skl or faramirs skl, for a better effect, to give the elustion that they are better at sword fighting lol :umad:
'I can harness the very energy within the walls of this place, and bind them too me, I can turn the air in your lungs to fire, and you....you are nothing more than leaves in a storm, did you really think you could face me here and survive'

- Ammon Jerro, Court Warlock of Neverwinter, lord of Haven

#36 Mullers_11

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Posted 01 August 2006 - 09:17 AM

looks good for your first skin fom scratch, but for the model I would suggest useing eomers skl or faramirs skl, for a better effect, to give the elustion that they are better at sword fighting lol :umad:


Yeh, have to agree with Feanor here. Perhaps for a Citadel Guard a more "fightworthy" set of animations would better suit them. Eomer's would be your best bet...

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#37 GothmogtheOrc

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Posted 01 August 2006 - 07:07 PM

Yeah, good idea. I'll see what I can do about that. I'll definately give Beregond a different set of animations, but I'll have to see how the TG look in-game before I decide to change them. Once again time being the deciding factor...

-GothmogtheOrc

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#38 GothmogtheOrc

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Posted 06 August 2006 - 05:16 AM

Some building model questions:

-------
I am working on a new Morgul wall... how many polygons should I shoot for? 'cause I think I overshot my mark by quite a bit :p It's a very complex model, looks amazing right now :)

Most of the polygons are concentrated in a piece that I could remove/edit if need be. The piece in question is a small "spire" at the tip of the wall... lots of polygons because it is circular.

Or does it really matter since it is static and there would never be more then say 6 at a time?
--------

Another question, how would I go about setting up a light emitter in the model and export it so that it would shine in-game? Seems to be the best way to create the morgul glow to me...

I read somewhere that I had to add in a bone for the light emitter and then code it as a light or something? But I don't really know how to do this... could someone explain how or point me to a good example?

-------
Also, what export settings should I use for the parts of the wall? Normal mesh settings?

-------
Here is a VERY EARLY WORK IN PROGRESS screenshot:

Morgul_Wall.jpg

*Before anyone asks why I am making a new morgul wall model when I already have one... lets just say the old one isn't going to work and leave it at that. :cool: *

Thanks,
-GothmogtheOrc

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#39 Nertea

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Posted 06 August 2006 - 08:35 AM

1) Walls are both static and low-usage objects, so you can go with relatively high-poly things. I wouldn't go much above 2000 though at the max. You could also use a lower segment cylinder for you spire piece if you're worried.

2) Best way to do this is with animated textures and the proper shader settings. This is probably easier to explain over MSN, but using a flat plane with the proper arguments in the mapping section, with a suitable texture set to a proper emissive colour looks very nice.

3) Normal mesh settings with Shadw ticked for the wall, but you'll of course notice that there is a plane that is used for declaring the walkable area, that should be set to "hidden" in W3D tools I believe.

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#40 GothmogtheOrc

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Posted 06 August 2006 - 05:59 PM

Ah, thank you very much Nertea, I'll talk to you about this next time I see you on MSN.

-GothmogtheOrc

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Click on my Sig to go to my BFME Modding site where you can download my mods.
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