Mordor walls for BFME2?
#41
Posted 11 January 2007 - 11:06 PM
#42
Posted 11 January 2007 - 11:37 PM
But hey, it took a little more than "an hour" no? hehe
Now I'll get back to my oh so troublesome Rohan implementation to the final stages of my "little" mod of a mod... *scraches head*
I would need a team to finish this... maybe I can get some if I get the webpage up...
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#43
Posted 12 January 2007 - 03:15 AM
Finished the wall hub!
Normal:
Snowy:
It took around 3 hours, due to a few complications. I don't know whether to call EA's mapping of these things genious or laziness; in any case it was hell! Oh well, its done now. Hopefully I'll do the towers tommorow!
#44
Posted 12 January 2007 - 03:46 AM
Trinity Wars
92% of teens have moved onto rap. If you are part of the 8% that still listen to real music, copy and paste this into your signature
#45
Posted 12 January 2007 - 04:55 AM
I'll be waiting for the tower with great anticipation
Any progress on the possibility of animation of the gate and the "rise from ground" stuff, or do u have that covered too? hehe
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#47
Posted 12 January 2007 - 03:08 PM
I cant wait to put them into the game...
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#48
Posted 12 January 2007 - 05:37 PM
#49
Posted 12 January 2007 - 06:03 PM
Edited by Fingulfin, 12 January 2007 - 06:05 PM.
#50
Posted 12 January 2007 - 06:12 PM
#53
Posted 12 January 2007 - 08:43 PM
Just an update; I did the build up animations for the hub and walls yesterday, so thats one thing off the list! I also started mapping the tower, but it will take a LONG time to finish. Each one of the spikes on the thing has to be mapped separately... Painful XD Wait a second... what are those little things that are where the hubs should be? The look like mini towers... Great, something else to map Nevermind, that is the gate
Yep my friend... that is the gates "corners" so to speak - the pillars that make up the side of the gates, like in all other gates Best of luck with all the mapping
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#54
Posted 13 January 2007 - 08:59 PM
very good job
i don't understand what you mean by "bfme 2 has no dynamic lighting". unless i understand you wrong, that must be complete bullcrap (so probably i'm understanding you wrong ). look, the bottom of the ram is darker, but the skin is as dark in one place as the other:
Edited by 2playgames, 13 January 2007 - 09:01 PM.
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."
#55
Posted 14 January 2007 - 01:53 AM
The 4th Age version 0.8 has been released: Link
#57 Guest_Guest_*
Posted 25 January 2007 - 01:39 PM
#58
Posted 26 January 2007 - 01:33 PM
I'm sure he's on top of it, but it'll probably take quite some time to get it all top notch...
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#59
Posted 24 April 2007 - 04:38 PM
I'm not so sure they will get completed anymore
Fin's moved on to other interests, and who can blame him. You can't hold an interest for ever =P He might fisish them eventually, and he might not. We'll see... But in the mean time I did some experimenting on my own.
And this is what they act like just "imported" straight off into the game (based on Isengard walls)...
So... the problem is obviously primarily the 90 degree off rotation. But, you can control other structures angles in game with a simple "PlacementViewAngle = -45" (or some value). The wall segments do not respond to that however, which is sad... I can't understand why EA didn't make these like all other walls
The gate is also turned 180 degrees wrong, and it wont respond to the angle code either...
But it was fun seeing them in there nevertheless
Fin, Zimoo and others state that the walls needs to be turned in modeling, like Fin's been doing, but unfortionately I dont understand exactly why the wont just turn from the code above =p
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#60
Posted 24 April 2007 - 08:55 PM
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users