Jump to content


Photo

Nazgûls "Special Extended Edition"


  • Please log in to reply
678 replies to this topic

#301 zimoo

zimoo

    Ecthelion of the Fountain

  • Project Team
  • 2,009 posts
  • Location:Devon, England
  • Projects:Lurking until the off topic begins...
  •  Guardian of the Books

Posted 08 February 2007 - 02:59 PM

Lol, I see I caused a lot of confusion with my post. Excellent :)

About Galadriel. Basically what I meant to say was, that you could take a normal hero, swap their audio/anims with Galadriel's and effectively get a Galadriel hero. Although that is a lot harder than the method I use.
Posted Image
Posted Image
Posted Image
Posted Image
Posted Image
Posted Image

Playing games? Ah, you'll never be a good modder if you get involved in actually playing them!


#302 BigRedKane

BigRedKane
  • Members
  • 85 posts
  • Location:Hastings, UK

Posted 09 February 2007 - 01:25 AM

I agree with Nazgul...if you don't wanna read long posts then don't....no one's holding a gun to your head...lol. :p

This is supposed to be a modding forum and as such this is a place that's likely to have longer posts than most, unless one wants inaccuracy and mistakes through lack of information. However I do try and paragraph my posts so it's easier (I hope) to read, or skip, the relevant parts of my posts. ;)

Nazgul thanks for the offer for me to be one of the first to try your mod...I look forward to it.
I don't think it's an effects error with the Witch King thing...it's more a case of the power doesn't work altogether. In the case of my Blade of Purity mod for Celeborn it still functions, it's just the aura thing that doesn't work...all the other effect/damage and stuff still does it's thing. I've seen this happen to other powers before but with more obvious results of the effect on the enemy/units.
With the Witch King he don't even set units on fire or anything else the power should do, it just doesn't activate at all on any level. Not even a sound effect...lol. Takeing a look at your mod should help though and I appreciate you letting me do so. :p

Also Nazgul I like your Galadriel plantir/button pics...awesome work... :grin:

My version of Galadriel in normal dress works as well as Ring Hero Galadriel and they're not affected by what the other is wearing - ie. Ring Hero Galadriel still has the white and black eerie look.

I'm at a loss as to why King Thranduil can't get Galadriel working. That mod worked fine on mine and so did her powers, in fact I was so pleased with how her and Celeborn turned out in that I applied them to my over-all mod which uses BFME 2 The War as a base and they still work.

#303 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 12 February 2007 - 04:09 PM

Polishing #1:

Hi guys... almost ready for Beta-release now... :rolleyes:
I need to alter the HEIGHT of the arrows that are coming out of the Rohan tower (and all other items that are made garrisonable). Does anyone know where to set these parameters? :ohmy:

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#304 zimoo

zimoo

    Ecthelion of the Fountain

  • Project Team
  • 2,009 posts
  • Location:Devon, England
  • Projects:Lurking until the off topic begins...
  •  Guardian of the Books

Posted 12 February 2007 - 04:32 PM

I believe the code defines a 'bone' from which the weapon is launched. So in other words, would probably need some model editing.
Posted Image
Posted Image
Posted Image
Posted Image
Posted Image
Posted Image

Playing games? Ah, you'll never be a good modder if you get involved in actually playing them!


#305 Lauri

Lauri

    Old man Lauri

  • Hosted
  • 10,438 posts
  • Location:Norway
  • Projects:The 4th Age
  •  The very worst T3A Team Chamber Member

Posted 12 February 2007 - 05:24 PM

easy modeling, yet modeling :rolleyes: zimoo is correct :ohmy:

T4A_Logo_-_article.png

The 4th Age version 0.8 has been released: Link


#306 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 12 February 2007 - 05:43 PM

I see... darn, I know nothing about modeling :/ But thanks anyways. Its still good to know what can be done, and what cant be done (by me) *lol* They'll have to go to the "to do" list for Alpha release then (when I maybe gather a crew)...

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#307 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 16 February 2007 - 01:07 PM

Upon last minute fixes... a couple of strange matters showed up...

1) I'm trying to alter the texture for the Orc Pikemen (that I got from Cahik). I have a texture with orc helmets added to them, and when I use Asset Builders function for editing W3D (SKN) and alter the name from the orc skin without helmet, to the one with helmet (otherwise pretty similar), and resave the W3D file... they end up beeing spawned invisible in game. This despite that I have added them to the Art folder (both texture and W3D) and updated the Asset.dat. Stange huh? :thumbsupsmiley:

2) I'm trying to ad a banner carrier for my Noldor elves, but upon adding codes in elvenhordes similar to my Lórien Warriors (Elven Guard mod), only changing the model to NoldorWarrior, I end up with the DALE banner carrier??? Whats up with that? ;) :p

Anyone have any useful tips? :)

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#308 IthronAiwendil

IthronAiwendil

    Retired modder

  • Hosted
  • 1,452 posts
  • Location:Finland
  • Projects:None
  •  Coder, skinner, modeler, art guy

Posted 16 February 2007 - 01:10 PM

2) I had this problem too, but it can be fixed pretty easily. Simply add this into the BannerCarrierupdate module in elvenbanner.ini:
MorphCondition = UnitType:YOURUNITNAME Locomotor:SET_COMBO		ModelState:"USER_5"
Hope it works!

Edited by IthronAiwendil, 16 February 2007 - 01:10 PM.


#309 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 16 February 2007 - 04:50 PM

Hm, interesting... thank you, but did you get it to work this way, or did you "simply" get the tip without getting it to work? Cause I STILL have the Dale carrier? ;) :thumbsupsmiley:

This is my NoldorWarrior ini... (EDIT: sorry - ElvenHordes ini off course)
	  ; Banner Carrier info		
		BannerCarriersAllowed	= ElvenBanner				 
		BannerCarrierPosition	= UnitType:NoldorWarrior	Pos:X:70.0 Y:0.0	

And this is the Elvenbanner ini

; Infantry Banner
		MorphCondition		= UnitType:RohanElvenWarrior		Locomotor:SET_COMBO		ModelState:"USER_2"		
		MorphCondition		= UnitType:ElvenMirkwoodArcher		Locomotor:SET_COMBO		ModelState:"USER_2"		
		MorphCondition		= UnitType:ElvenLorienArcher		Locomotor:SET_COMBO		ModelState:"USER_4"		
		MorphCondition		= UnitType:ElvenMithlondSentry		Locomotor:SET_COMBO		ModelState:"USER_5"		
		MorphCondition		= UnitType:ElvenLorienWarrior		Locomotor:SET_COMBO		ModelState:"USER_6"	
		MorphCondition 		= UnitType:NoldorWarrior 		Locomotor:SET_COMBO			ModelState:"USER_7"

Maybe its the "USER_7"? But 5 is already taken?? So is the double 2 though too...? Hmmm

Edited by Nazgûl, 16 February 2007 - 05:07 PM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#310 zimoo

zimoo

    Ecthelion of the Fountain

  • Project Team
  • 2,009 posts
  • Location:Devon, England
  • Projects:Lurking until the off topic begins...
  •  Guardian of the Books

Posted 16 February 2007 - 04:58 PM

Did you define the model/skin you wish for USER_7? Cause if not it would just take the default model, which for some reason is the dale banner.
Posted Image
Posted Image
Posted Image
Posted Image
Posted Image
Posted Image

Playing games? Ah, you'll never be a good modder if you get involved in actually playing them!


#311 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 16 February 2007 - 05:09 PM

Forgive the noob-like question, but where do I define that? :s

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#312 Lauri

Lauri

    Old man Lauri

  • Hosted
  • 10,438 posts
  • Location:Norway
  • Projects:The 4th Age
  •  The very worst T3A Team Chamber Member

Posted 16 February 2007 - 06:12 PM

if you've not made a new banner carrier, just put the banner you want in there :thumbsupsmiley:

like
BannerCarrierPosition = ElvenLorienWarrior	Pos:X:70.0 Y:0.0
if you don't make a new carrier model, there is no need to add an object ;)

and if you really, wonder, it's USER_# at the top :p in the model condition :)

T4A_Logo_-_article.png

The 4th Age version 0.8 has been released: Link


#313 zimoo

zimoo

    Ecthelion of the Fountain

  • Project Team
  • 2,009 posts
  • Location:Devon, England
  • Projects:Lurking until the off topic begins...
  •  Guardian of the Books

Posted 16 February 2007 - 06:12 PM

Example:

; Lorien Warrior
		ModelConditionState = USER_6
			Model = EULorBnr_SKN			
		End

Posted Image
Posted Image
Posted Image
Posted Image
Posted Image
Posted Image

Playing games? Ah, you'll never be a good modder if you get involved in actually playing them!


#314 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 16 February 2007 - 07:53 PM

if you don't make a new carrier model, there is no need to add an object :thumbsupsmiley:


Make a new? Well I thought the model was already there, and that it was simply a metter of animation and holding the banner?

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#315 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 17 February 2007 - 03:39 AM

Allright... I finally had the time to dig deep enough to comprehend the "make a new" part...
So I did, but the result is the same as the new skin for the Orcs... meaning the new banner carrier for Noldor ends up beeing invisible - this despite me doing everything by the book, as far as I understand:
- Made a new SKN in W3D in Art folder, where I refered to the skin for the Noldor through editing with Asset Builder
- PLaced a copy of the tga for noldor in Art folder
- Updated Asset.dat
- Made a new Modelconditionstate in Elvenbanner.ini

= invisible unit!

This must mean that there is something wrong with Asset Builder in some cases... or Im just beeing not skilled enough to understand what I have missed? ;)

Edited by Nazgûl, 17 February 2007 - 03:40 AM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#316 Lauri

Lauri

    Old man Lauri

  • Hosted
  • 10,438 posts
  • Location:Norway
  • Projects:The 4th Age
  •  The very worst T3A Team Chamber Member

Posted 17 February 2007 - 10:52 AM

uhm, if you make a new banner carrier model, you have to make a new banners ini thingy... USER_7 and all that...

if your using the reglar banner of the elves you can just define that in the horde object, by having it like this:
; Banner Carrier info		
BannerCarriersAllowed	= ElvenBanner
BannerCarrierPosition = ElvenLorienWarrior	Pos:X:70.0 Y:0.0
because then, the carrier will use the same model as it uses for the ElvenLorienWarrior ;) wich is the default model :D

Edited by Lauri, 17 February 2007 - 10:52 AM.

T4A_Logo_-_article.png

The 4th Age version 0.8 has been released: Link


#317 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 17 February 2007 - 01:35 PM

Hehe yes I understand that, but U see... ALL the elves have a banner carrier that is equal to the rest of the elves in the unit, and my goal is to make a NEW banner carrier that actually IS a Noldor warrior, and not a Lorien warrior, or Mithlond or whatever... that just looks weird when a non similar unit pops up from nowhere to carry their flag. So I do know how to give them a elven banner carrier of any sort.. any sort BUT thier own... :D

This is what I have done...

- In folder Art/W3D/RU I have the "runoldbanr_skn.w3d" (which I named from the "RUElvnBanr_SKN"...
(Is it case sensitive?))
- This W3D/SKN is edited with Asset Builder to refer to the noldor texture (DDS) below...
- In the Art/Compiledtextures/RU I have the texture/skin for the Noldor: "rulaelvnwrrior"...
- Asset.dat is updated (with Asset Builder) with these new Art things...

ElvenBanner.ini has this added:
; Noldor Warrior
		ModelConditionState = USER_7
			Model = runoldbanr_skn
		End

and this:
; Infantry Banner

		MorphCondition 		= UnitType:NoldorWarrior 		Locomotor:SET_COMBO			ModelState:"USER_7"


And ElvenHordes.ini has this added:
; Banner Carrier info		
		BannerCarriersAllowed	= ElvenBanner
		BannerCarrierPosition	= UnitType:NoldorWarrior	Pos:X:70.0 Y:0.0
		


This gives me an invisible (but existing) banner carrier with his own power bar and all, but just invisible... *sighs* - I HATE asset problems!!! ;)

Lauri: Do you mean I need a new separate ini for Noldor banner carrier ONLY? :) I figured that wouldnt be nessesary since others like the ElvenGuard can use ElvenBanner?

Edited by Nazgûl, 17 February 2007 - 01:46 PM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#318 Lauri

Lauri

    Old man Lauri

  • Hosted
  • 10,438 posts
  • Location:Norway
  • Projects:The 4th Age
  •  The very worst T3A Team Chamber Member

Posted 17 February 2007 - 02:04 PM

no, I didn't make a new object for it ;)

but for the thing you want... well, if the objects in the model have spaces in it, that will make them invisible (as I've been told atleast)

like, if the carrier's mesh is called ELVEN CARRIER it won't show with Sy's asset builder, but if it is called ELVENCARRIER it should show...

ah, rubbish talk anyways...

T4A_Logo_-_article.png

The 4th Age version 0.8 has been released: Link


#319 JEV3

JEV3

    Mighty Armadillo

  • Hosted
  • 719 posts
  • Location:Pennsylvania
  • Projects:Game Enhancement Mod
  •  Coder, Skinner, Graphics, GEM Mod Leader
  • Job:T3A Chamber Member

Posted 17 February 2007 - 02:07 PM

;) Noldor Warriors? I thought you were'nt porting the mod to ROTWK???
He who bears skill but lacks effort, makes himself inferior to those who have no skill but try nonetheless.
Posted Image
Posted Image
"There is some good in this world, and its worth fighting for!"
J.M.J.

#320 IthronAiwendil

IthronAiwendil

    Retired modder

  • Hosted
  • 1,452 posts
  • Location:Finland
  • Projects:None
  •  Coder, skinner, modeler, art guy

Posted 17 February 2007 - 02:13 PM

The Noldor warrior model exists in BfME II, so it's possible.




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users