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orc landing crafts


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#1 eglang

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Posted 17 December 2006 - 04:19 PM

I want to make an orc landing craft for my mod and my osguiliath map how do i do it

#2 Pixel

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Posted 17 December 2006 - 04:27 PM

You need to download renx/gmax or 3ds max. Then learn how to model. Aswell as texture if you want it to have a skin.

#3 eglang

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Posted 17 December 2006 - 04:54 PM

No i meen to do the coding i already have a model!

#4 Guest_radspakr_*

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Posted 20 December 2006 - 05:54 AM

the coding is very difficult as far as I can tell BFMe doesn't support naval combat.I've tried to add in ships into lone wolf mod but failed to get them to work.you'll have to make a new locomotor that allows you to move on water usually adding in WATER to the locomotor will do that.but I ran into a problem when using raally points the game would crash so I wouldn't recommend allowing your building to use them.I think it might be problem just play with the locomotor.your building to build the boat would have to be near water as well.so making a BSE with the building and allowing it to be captured is a good idea.I hope this helps.

#5 Pixel

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Posted 20 December 2006 - 04:12 PM

Indeed. Code the boat, Make a new locomotor forit. I suggest making a new plot that you place close to the water in worldbuilder.. That plot can have a dock built onit. Wich then allows you to build boats for that faction.

#6 eglang

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Posted 20 December 2006 - 11:41 PM

would you code the boat like its the CINEhobbitboat or what?And how would i get so when the orcs come into the boat they appear on the boat not like in bfme2 where they just go inside th boat and you cant see them?

#7 Stealthsnake

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Posted 21 December 2006 - 01:07 AM

you would have to use the transport code, like whats used for the mumakil. For them to appear on the raft, the model needs to have a pasenger bone, like what the mumakil has. Sorry if im abit vague, im not on my modding pc. Someone else can probely help you better.
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#8 Pixel

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Posted 21 December 2006 - 07:10 AM

Well. Code it like a normal object. Doesnt need to be a cinematic object. About actually seeing some orcs and such you will have to add Pasenger bones to the boat and you can look at the Mumakils ini to get a transport code.

#9 eglang

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Posted 23 December 2006 - 12:17 AM

Is there a way to get orc rowers on the boat that use an origanal animation from the game

#10 Pixel

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Posted 23 December 2006 - 02:40 PM

Look into passenger bones or custom made animations for the boat/model.

#11 ddwagnz

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Posted 08 January 2007 - 01:52 AM

if you manage to get this going could you provide it, it would be awsome to play with it hehe

#12 Lauri

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Posted 08 January 2007 - 12:32 PM

not really.... unless of course, you have a custom map with lots of water....

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#13 Hard_Sander

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Posted 08 January 2007 - 04:05 PM

It's very nice for a scripted Osgiliath map.

#14 Lauri

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Posted 08 January 2007 - 06:00 PM

without bridges... and a bigger river, maybe even half the map :O

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#15 xmttn

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Posted 11 January 2007 - 04:12 PM

could you post some screens of the models for us so we can c them??

#16 Radspakr Wolfbane

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Posted 14 January 2007 - 02:00 PM

good luck
I'll keep trying to get mine working as well.
I recommend putting in plenty of passenger bones at least 11
10 for the horde and one for the banner.as for the Rowers you can try animating the Hobbit's riding anims they might work.the Hobbitboat locomotor they say is only good for cinematics but i've never tried it.
Oh for those who don't know there is a cool model of a Corsair ship
that you can work with I think it's LMCorsair it's great to modify I made 3 Corsair ships and an elven ship using that.

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#17 ddwagnz

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Posted 14 January 2007 - 11:41 PM

post screenies then!!! haha then we can look at it ourselves as i had to recently remove all the models and textures due to hdd space :(

#18 Pixel

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Posted 13 March 2007 - 01:01 PM

The Battle For Middle Earth: Expansions, Naval Teaser!

#19 Radspakr Wolfbane

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Posted 15 March 2007 - 03:31 AM

what are the chances of posting up some of the code for a look at?.
I updated my coding for the boats a month ago but I still haven't got around to testing it i'll post some screenies if I do get it working.
I made the following-
Corsair Transport
Corsair Attack Ship (small attacking ship that carries Archers.)
Corsair Warship (larger ship that carries Archers and small ballistas.)
Elven Transport Ship
Elven Attack ship

If I do get Naval combat working i'll probably put it into 1.01 of Lone Wolf Mod.

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#20 cahik_

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Posted 15 March 2007 - 07:53 AM

i remember that Gil-Galad get transport ships working in BFME1 ages ago. it shouldnt be that hard, all you need to do is to make object which locomotor surface is WATER ( look at the FishLocomotor for reference ). than you need to build this object on water and you are done. i am not sure with that but from what i know about coding those are differences from rest of the units. i guess that getting those passenger bones to work would be more work than getting the ship to work.

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