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Mordor walls for BFME2?
#61
Posted 24 April 2007 - 09:09 PM
![:lol:](http://forums.revora.net/public/style_emoticons/default/wink.gif)
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#62
Posted 24 April 2007 - 09:25 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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#63
Posted 24 April 2007 - 09:28 PM
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#64
Posted 24 April 2007 - 09:38 PM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#65
Posted 24 April 2007 - 10:04 PM
When imported they lose all their unwrapping, meaning that modelers have to actually re-unwrap them (which any modeler will tell you is a pain in the ass). So what should in theory be as simple as 'Import >> Rotate >> Export' becomes a tediously annoying process.
#66
Posted 24 April 2007 - 10:31 PM
Now, I don't doubt Fin at all, but I am working on having walk on top walls for gondor (like the ones in BFME1), and I had the same problem at first with the wall segments I am using. However, I just went into renx, rotated, and applied the skin, and they turned out fine. It may be different for those walls, though.
I guess he was lucky then...
![:lol:](http://forums.revora.net/public/style_emoticons/default/sad.gif)
I just cant understand why noone has done this? It's gotta be like thousands of BFME2-players that really want mordor to have walls (well ALL factions for that matter), but especially them. It must be worth the workload for SOME good modeler out there. I'd do it for SURE if I only knew HOW to
![:lol:](http://forums.revora.net/public/style_emoticons/default/dry.gif)
And can't we find another program that can import them WITHOUT that error? :/
Edited by Nazgûl, 24 April 2007 - 10:32 PM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#67
Posted 25 April 2007 - 03:09 AM
![;)](http://forums.revora.net/public/style_emoticons/default/crazed.gif)
Gmax, Still remains open and up for download as far as i still know, I uploaded the program to T3A website... Download, install, Get your key from turbosquid... Then instlall renx.The problem is that RenX demands GMax to function, and that program has been discontinued :(
#68
Posted 25 April 2007 - 03:10 AM
You experienced modelers have heard that before, right?
![;)](http://forums.revora.net/public/style_emoticons/default/wink.gif)
Well, there's gotta be some way around this...
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#69
Posted 25 April 2007 - 07:20 AM
![Posted Image](http://img150.imageshack.us/img150/8212/walls2ul9.jpg)
![Posted Image](http://img207.imageshack.us/img207/9363/walls1up4.jpg)
Edited by The Desert Fox, 25 April 2007 - 07:20 AM.
#70
Posted 25 April 2007 - 11:30 AM
![;)](http://forums.revora.net/public/style_emoticons/default/wink.gif)
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#71
Posted 25 April 2007 - 01:22 PM
![;)](http://forums.revora.net/public/style_emoticons/default/happy.gif)
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
#72
Posted 25 April 2007 - 03:36 PM
#73
Posted 25 April 2007 - 04:12 PM
![;)](http://forums.revora.net/public/style_emoticons/default/tongue.gif)
Some news about the Mordor Walls. The eminent FlameGuard promised to take a look at the problem. Let's hope that he can fix it
![:p](http://forums.revora.net/public/style_emoticons/default/biggrin1.gif)
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#74
Posted 25 April 2007 - 05:36 PM
1) Units can get up onto the elevator portion of the wall, but will not move from that piece of the wall to the other sections. It's weird. They can move freely across regular wall sections, but will not move from the regular to the elevator or vice versa. I have been trying to figure this out for a while, and haven't had any luck, so if anyone knows something that may help, that would be great.
2) The walls can only be built at certain angles from the wall hub. My guess is that this is a geometry problem. I need to mess around with that.
3) I still need to make a gate for the walls. It won't be too hard, but it needs to be done.
4) Units can't get through the wall hubs yet. I'm thinking of making a new hub that has a walk on top section.
And I do agree with Nazgul on this. It is a huge balance issue to have this. Which is why I hope to make walls for other factions once I can figure out all of the bugs for this. However, that may take a while. But these walls should take a long time to build and should cost a bunch.
#75
Posted 25 April 2007 - 09:21 PM
![:huh:](http://forums.revora.net/public/style_emoticons/default/smile.gif)
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#76
Posted 25 April 2007 - 10:37 PM
#77
Posted 26 April 2007 - 12:40 AM
![:huh:](http://forums.revora.net/public/style_emoticons/default/biggrin1.gif)
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#78
Posted 26 April 2007 - 01:14 AM
#79
Posted 26 April 2007 - 02:18 AM
#80
Posted 26 April 2007 - 03:51 AM
![Posted Image](http://img67.imageshack.us/img67/209/wallgatety7.jpg)
Oh, and I know the skin is a slightly different color, but firstly, i'm not a great skinner, and secondly, I want to get everything actually working before I worry about aesthetics.
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