Mordor walls for BFME2?
#81
Posted 26 April 2007 - 04:18 AM
#82
Posted 26 April 2007 - 04:27 AM
#83
Posted 26 April 2007 - 04:37 AM
Edited by The Desert Fox, 26 April 2007 - 04:43 AM.
#84
Posted 26 April 2007 - 04:44 AM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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#85
Posted 26 April 2007 - 05:15 AM
#86
Posted 26 April 2007 - 08:16 AM
... 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.
...
Great work, DesertFox, that's awesome!
...
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.
That is the right way, at least if you are interested in results. But the beautifying process is of course very satisfying.
Quite the opposite of what i usually do, lol. Once the modelbugs have been worked out, the rest is simply coding, hehe!... well, once all the coding bugs have been worked out, everything else is simply modelling. We copy the codes from already working walls and apply them to different factions with different models.
I am impressed.
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."
#87
Posted 26 April 2007 - 09:02 AM
The Wall ingame:
Edited by FlameGuard, 26 April 2007 - 09:18 AM.
#88
Posted 26 April 2007 - 11:11 AM
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."
#89
Posted 26 April 2007 - 11:37 AM
#90
Posted 26 April 2007 - 11:41 AM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#91
Posted 26 April 2007 - 12:24 PM
#92
Posted 26 April 2007 - 12:33 PM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#93
Posted 26 April 2007 - 12:42 PM
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
#94
Posted 26 April 2007 - 03:52 PM
And I still don't understand why NO program can just; "Import > Rotate > Export" and keep the texture. Is that cause it W3D format? Shouldn't it be just that easy really? It seems so complicated having to "mount"/map the texture to the model again - and sort of work in blind? I could never get the texture to show in 3dstudiomax at all... *sighs*. I wanna learn...
When looking in W3Dwiever they look stunning, but it's probably impossible to map that precicely so every detail ends up in the right place, without EA's own tools. Why can't they make it easier for us modders? *mumbles*
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#96
Posted 06 May 2007 - 08:41 PM
And I still don't understand why NO program can just; "Import > Rotate > Export" and keep the texture. Is that cause it W3D format? Shouldn't it be just that easy really? It seems so complicated having to "mount"/map the texture to the model again - and sort of work in blind? I could never get the texture to show in 3dstudiomax at all... *sighs*. I wanna learn...
When looking in W3Dwiever they look stunning, but it's probably impossible to map that precicely so every detail ends up in the right place, without EA's own tools. Why can't they make it easier for us modders? *mumbles*
My theory... ok, you know they added normal maps for BFME2? Well, that would have involved some changes to the format's header, hence our w3d importers (mostly written for generals and renegade) have extra data to deal with, offsetting the mapping data and therefore screwing up the import. Theory is supported by the fact that you can import models without normal maps (units) just fine.
Also mapping as well as EA is simple enough. Their mapping really really sucks in the first place. duuur map sword to face durrrrrr
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.
#97
Posted 06 May 2007 - 09:16 PM
Also mapping as well as EA is simple enough. Their mapping really really sucks in the first place. duuur map sword to face durrrrrr
Hehe well I was refering to the Dol Guldur walls in particular since they contains LOADS of detail that the other walls don't, such as bolts, rust and various overlapping metal parts... without having them in the exact right place the texture on the model looks a bit weird when zoomed in...
But, they way FlameGuard got it set up is still heaven compared to having to use Isengard Walls for Mordor, even if they're not exactly like the un-rotaded original ones...
My idea with that statement above is that... in these days when we have programs for everything and what not, it's really strange that someone can't just get a 3D program - any - to import these items without the texture mapping being lost. We can walk on the moon, but we can't import and work with W3D easily.
EDIT: Hey... what do you know... 1000 posts for me, right here
Edited by Nazgûl, 06 May 2007 - 09:32 PM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#98
Posted 08 May 2007 - 05:36 PM
"There is some good in this world, and its worth fighting for!"
J.M.J.
#99
Posted 08 May 2007 - 06:05 PM
Allthough, is Cahik ever un-occupied? Like most vereran modders in here I guess he's always as busy as a bee, like the rest of them =)
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#100
Posted 09 May 2007 - 04:24 PM
Ok, i've taken a preliminary look at their code, and the way they do it is with two models. They have a right side ramp and a left side ramp. So what you do is build the regular wall itself, and then the user can either upgrade a right wall ramp or a left wall ramp. That's really easy to do if I want to. Thanks for the tip.
I don't know if this comes too late but, you could try adding a "Build Elevator" upgrade that adds two small buildplots, each in opposite sides of the wall. Then the user can click the desired buildplot and build an elevator in that side.
| | | | | | | | ---Elevator Upgrade---> O| |O ---build on right buildplot----> O| |^ | | | | | || | = Wall segment
O = Elevator buildplot
^ = Elevator
With this approach you could have walls with two elevators in the same wall segment.
Edited by Azrapse, 09 May 2007 - 04:25 PM.
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