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Mordor walls for BFME2?


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#61 Sûlherokhh

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Posted 24 April 2007 - 09:09 PM

This already looks cool, even though the angles are wrong. Sooner or later i will try fiddling with RenX. But not anytime soon i'm afraid. :lol:

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#62 Nazgûl

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Posted 24 April 2007 - 09:25 PM

The problem is that RenX demands GMax to function, and that program has been discontinued :(

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#63 Sûlherokhh

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Posted 24 April 2007 - 09:28 PM

Oh man! How do modelers model if the programs don't work?

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#64 Nazgûl

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Posted 24 April 2007 - 09:38 PM

I think this happaned recently, so I guess they still use the last version of GMax? Perhaps we can find it somehere? U see, I'm not sure that the humongous workload Fin's been doing is really necessary? I got this far by coding only, and if we could only rotate the walls 90 degress we'd be fine...

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#65 zimoo

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Posted 24 April 2007 - 10:04 PM

BFME2 buildings:

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.
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#66 Nazgûl

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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:

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:

And can't we find another program that can import them WITHOUT that error? :/

Edited by Nazgûl, 24 April 2007 - 10:32 PM.

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#67 Pixel

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Posted 25 April 2007 - 03:09 AM

What is it you exactly need here, Just someone to open up the wall model and rotate it? Then export it back out?(sorry guys, havent read the hole topic ;) ) As far as i read fin has edited and mapped the model already(?) and all it needs is rotating in renx?

The problem is that RenX demands GMax to function, and that program has been discontinued :(

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.

#68 Nazgûl

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Posted 25 April 2007 - 03:10 AM

Boy o boy... I found a working link, got all three things needed. Started it up and spent like... I dunno, 6 hours trying to learn RenX. I rotated the walls, exported them, updated the asset, and they went invisible...

You experienced modelers have heard that before, right? ;)

Well, there's gotta be some way around this...

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#69 The Desert Fox

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Posted 25 April 2007 - 07:20 AM

I know these aren't mordor walls, but these are the new gondor walls I have been working on. They are still a work in progress, though. But they are in game and partially working.


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Edited by The Desert Fox, 25 April 2007 - 07:20 AM.


#70 Sûlherokhh

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Posted 25 April 2007 - 11:30 AM

I like those! Great stuff. Are those the unused ones in the in files? Does the elevator work? Do they have buildup and damage animations? Man, this would be so awesome to put in the game! ;)

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#71 General Otmin

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Posted 25 April 2007 - 01:22 PM

It's looking pretty nice ;)



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#72 clonecommand

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Posted 25 April 2007 - 03:36 PM

Awesome! But how do the units get through the hubs?

#73 Nazgûl

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Posted 25 April 2007 - 04:12 PM

Yeah, I like those too, But it would quite "unfair" to have only one faction with walkable walls ;)

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

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#74 The Desert Fox

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Posted 25 April 2007 - 05:36 PM

The elevator does work. It uses a portal function. It took me a while to figure that out. I had to go in and edit existing models. The models I edited were curved. So it didn't take much, but I will have to edit damaged models as well. I gave them buildup animations, but here are the problems that I face:

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 Sûlherokhh

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Posted 25 April 2007 - 09:21 PM

Would you consider joining our efforts for S.E.E.? Even if this will certainly not be in the next beta, this is too good a thing not to include in another version, if you'd allow us to incorporate it in a not unbalancing fashion. I certainly love the idea! :huh:

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#76 The Desert Fox

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Posted 25 April 2007 - 10:37 PM

I definitely would like to, and I've got some other stuff that could be used, but I don't have very much time, so I kind of mod on and off. I'm trying to finish this and work the bugs out fairly quickly, but we'll see how long it takes.

#77 Nazgûl

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Posted 26 April 2007 - 12:40 AM

You would be a welcome addition to the team :huh:

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#78 The Desert Fox

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Posted 26 April 2007 - 01:14 AM

well, i got it so that guys can actually walk across the whole wall. Woot! Now for the other problems. Actually, the main problem with these walls is that depending on which way you drag the walls, the elevator will be built on opposite sides. This means that you have to be consistent in the direction you build. I can't think of any way to avoid this.

#79 Pixel

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Posted 26 April 2007 - 02:18 AM

You should try making the elevator work as a upgrade, This way you can probably make it build on the inside only. You could also switch it to a ramp...

#80 The Desert Fox

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Posted 26 April 2007 - 03:51 AM

I would have the same problem if i made it as an upgrade. It would build on a specific side of the wall, which changes depending on which direction you drag. And doing ramps was my first way of doing it, but there would be the same problem on which side they build. It was also a huge hassle to do ramps. But here is a small update. Got the gate in game and *almost* fully functional. You can upgrade to it, it opens and closes, people can walk under it. However, people won't walk on top of it yet. The problem is that gates are different from walls as you have to have multiple geometries. But here's a pic.

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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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