Nazgûls "Special Extended Edition"
#121
Posted 16 January 2007 - 10:13 AM
1) Make it the brightest white possible!
2) Extend the range (the graphics that is) so the beam travels further and wider!
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#123
Posted 16 January 2007 - 02:16 PM
This should be a problem in my rohirrim ini, right?
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#124
Posted 16 January 2007 - 02:20 PM
Behavior = SubObjectsUpgrade Armor_Upgrade TriggeredBy = Upgrade_RohanHeavyArmorForRohirrim ShowSubObjects = SHIELD UpgradeTexture = RURohrm01.tga 0 RURohrm01HA.tga UpgradeTexture = RURohrm02.tga 0 RURohrm02HA.tga UpgradeTexture = RURohrm03.tga 0 RURohrm03HA.tga UpgradeTexture = RURohrm04.tga 0 RURohrm04HA.tga UpgradeTexture = RUHorse01.tga 0 RUHorse01HA.tga UpgradeTexture = RUHorse02.tga 0 RUHorse02HA.tga UpgradeTexture = RUHorse03.tga 0 RUHorse03HA.tga UpgradeTexture = RUHorse04.tga 0 RUHorse04HA.tga RecolorHouse = Yes ExcludeSubobjects = Forged_Blade End
Because if so that should keep the 4 variations.
#125
Posted 16 January 2007 - 02:54 PM
;-------------------------------------------------- ; new method RandomTexture = RUHorse01.tga 0 RUHorse03.tga RandomTexture = RUHorse02.tga 0 RUHorse03.tga RandomTexture = RUHorse03.tga 0 RUHorse03.tga RandomTexture = RUHorse04.tga 0 RUHorse03.tga ;-------------------------------------------------- ;Random Rohirrim Riders textures - new method RandomTexture = RURohrm01.tga 0 RURohrm02.tga RandomTexture = RURohrm02.tga 0 RURohrm02.tga RandomTexture = RURohrm03.tga 0 RURohrm02.tga RandomTexture = RURohrm04.tga 0 RURohrm02.tga
And...
Behavior = SubObjectsUpgrade Armor_Upgrade TriggeredBy = Upgrade_RohanHeavyArmorNew ShowSubObjects = SHIELD UpgradeTexture = RURohrm01.tga 0 RURohrm01HA.tga UpgradeTexture = RURohrm02.tga 0 RURohrm02HA.tga UpgradeTexture = RURohrm03.tga 0 RURohrm03HA.tga UpgradeTexture = RURohrm04.tga 0 RURohrm04HA.tga UpgradeTexture = RUHorse01.tga 0 RUHorse01HA.tga UpgradeTexture = RUHorse02.tga 0 RUHorse02HA.tga UpgradeTexture = RUHorse03.tga 0 RUHorse03HA.tga UpgradeTexture = RUHorse04.tga 0 RUHorse04HA.tga RecolorHouse = Yes ExcludeSubobjects = Forged_Blade
What to do...
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#126
Posted 17 January 2007 - 05:10 AM
SO - I have an idea...
The Rohirrim are without a doubt pretty kick ass from start, and having them upgrade to heavy armor almost makes them a little to buff anyways... so - what if I would just move their _HA skins to the other "low armor" skins, before the upgrade? Would that make the game randomize between the whole 8? That would be pretty cool!
And also... I have the Shiled connected to the upgrade, perhaps I could leave this, and only this for the armor upgrade and set the values for rohirrim armor upgrade just slightly higher to correspond with them getting shields?
What do u think? Would that work?
EDIT: tried this:
;-------------------------------------------------- ;Random Rohirrim horses textures - new method RandomTexture = RUHorse01.tga 0 RUHorse03.tga RandomTexture = RUHorse02.tga 0 RUHorse03.tga RandomTexture = RUHorse03.tga 0 RUHorse03.tga RandomTexture = RUHorse04.tga 0 RUHorse03.tga ;-------------------------------------------------- ;Random Rohirrim riders textures - new method RandomTexture = RURohrm01.tga 0 RURohrm02.tga RandomTexture = RURohrm02.tga 0 RURohrm02.tga RandomTexture = RURohrm03.tga 0 RURohrm02.tga RandomTexture = RURohrm04.tga 0 RURohrm02.tga //Attemt to making more skins from start! RandomTexture = RURohrm01HA.tga 0 RURohrm02HA.tga RandomTexture = RURohrm02HA.tga 0 RURohrm02HA.tga RandomTexture = RURohrm03HA.tga 0 RURohrm02HA.tga RandomTexture = RURohrm04HA.tga 0 RURohrm02HA.tga
That gave 2 from low armor and 2 from high armor within a unit. Same 4 skins for next unit but in another order... only 2 low and 2 high. Geez this is hard to play the way u want *lol*
EDIT2:
Never mind, figured it out... so now my riders have 8 different rider skins and 8 different horse skins (Thanks StealthSnake for the skins!). This makes the game play A BIT more like EA promised (lied to) us from start, like in this "nowhere to be seen in the game" screen...
It's almost pathetic how they liead to so many people with their sk screen shots *lol*
Well, atleast I get to look at THIS now... hehe, heres what almost 1000 cp of Rohirrim looks like in my mod:
BUT (as always) something got messed up along the way, so now my stables hand (worker) has a graphics bug? Look painful! Anyone know where to look to fix that? (I never toched any other file than Rohirrim ini... not the stables ini?)
It's not the end of the world, but it would be nice to have a whole person there...
Edited by Nazgûl, 17 January 2007 - 09:15 AM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#127
Posted 17 January 2007 - 11:20 AM
That stables bug looks to be a binding problem, but as you haven't edited it I have no idea what is going on
#128
Posted 17 January 2007 - 11:23 AM
#129
Posted 17 January 2007 - 03:09 PM
About the bug...
Standard? It what way? :(
Did you have that problem too? What did you do when it happened and could you fix it?
I rather not remove the Rohirrim just to have that guy ok again... but it would also be interesting to see it that would work. Hm, really strange, but perhaps the stables guy is actually a part of the rohirrim ini? Too me it looks like when you put the wrong skin on the wrong skeleton, so when theres no 3d mapping for the texture, it streches out like that... (it happened with my blackriders before) =/ But again - I never toched anything else then adding more skins to rohirrim... damn EA codes
Edited by Nazgûl, 17 January 2007 - 03:11 PM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#130
Posted 17 January 2007 - 03:20 PM
I'm about 99.99% sure that's not being caused by your ranom rohirrim.
#131
Posted 17 January 2007 - 05:02 PM
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"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#132
Posted 17 January 2007 - 08:09 PM
#134
Posted 18 January 2007 - 12:25 AM
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"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#136
Posted 18 January 2007 - 03:46 AM
I backed things up in my mind till I last remeber him beeing ok, and that was when my girlfriend commented him on dooing the same thing over and over again *lol* That was the day before yesterday, and he was ok still after I added the Rohirrim rider skins... but when I gave the stables additional horses from 4 to 8 making 16 skins in total (8 riders + 8 horses) - that's when he got f-cked up. At least for me... When Im done with other things on the list I'll try and set the horse skins back to 4 and see what happens...
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"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#137
Posted 20 January 2007 - 12:29 AM
I've got a MUCH bigger problem now...
After all my recent work on this mod, we decided to try it out tonight, me and a friend...
The game crashed instantly on his computer (my second pc), saying this...
Now - the thing is that he has E X A C T L Y the same files as me, including this Eomer ini! And I don't get the error??? Another thing is that I've never modified that file at all myself. And up unitil now, including last time we played this game, everything worked smoothly!!
- This happened after only moving (and installing) the mod files from my computer to his (like we use to).
- Then i tried copying my ENTIRE catalogue for BFME2 to his computer - but no - same error!
- So I figured... maybe something's "broken permanently" in his catalogue structure, so I uninstalled the game on that computer, reinstalled it, installed the basic mod "MarksMod", tried to start and it started again. Then I put my files in there for this "Extended Edition", tried to start, and same error came back!!!??? WTF!?!?!?
Btw: my mod is NOT a "-mod"!
Naturally one would think: fix the error in Eomer.ini, but first: I have the exact same file, but no crashes! And secondly: What the error says doesn't make sence, cause there are no multiple Moduletags of that kind?
HEEELP - if I don't get this in order, I'm never going to be able to play this mod other then here at this computer ONLY, which equals me not beeing able to release this mod...
:( :( :(
Edited by Nazgûl, 20 January 2007 - 12:41 AM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#138
Posted 20 January 2007 - 12:49 AM
I had this exact same problem with my mod. It worked perfectly for me, but a few others kept getting an error similar to this (even though the error was non existant in the code). I have no idea how it was eventually fixed, although Solinx may know.
*Checks forum archives*
Ah here we go:
The mod is working now. The *fix* was to (re)move all the map, profile, etc files found in ...\Application Data\My Battle for Middle-earth™ II Files\
To be more precise I think it was a profile that caused the error, but I'm not sure of that.
Hope that helps. If it does you can shower your praise upon Solinx
#139
Posted 20 January 2007 - 01:41 AM
I will try that for sure, but it'll have to wait until tomorrox though.
By logic it SHOULD be a problem outside the "The Battle for Middle-earth II" folder, since I have the exact same folder and files, only working... I was thinking about that folder too in "My Battle...", but I couldn't find anything there that could logically be related to the game complaining about a unit.ini, but who knows with computers...
Gotta get some shut eye now, but I'll try this tomorrow. If it doesn't work, and if nobody else has a solution, I'll scap the mod and quit modding here and now, cause this was a majorly annoying set back, after spending 4 weeks on this hoping others could/will be able to enjoy it too... Aaargh Darn EA codes *must blame someone*
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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