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#1 BigRedKane

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Posted 20 January 2007 - 06:34 PM

Hi everyone,

I have been reading these posts for quite some time so I thought it was about time I introduced myself....lol.

First of all I'd like to thank all the talented and knowledgable people here for their contributions to the community in general, without which I'd still be sitting on my tod scratching my head wondering how to mod certain things....heh.

Some of you have become quite well known names to me, such as Zimoo, Lauri, 2Playgames, Solinix, Master Windu and a few others.

I've never posted here before because I've either been busy with work, or busy learning about modding BFME 2 or busy playing it, this place being one of my number one choices for learning about modding and I've even recomended a few people here from the EA modding forum (I'm PlayerLordSauron there).

Ok, a bit about myself....I'm a self employed artist based in the UK. I make textures, morphs (for shapeing base models), poses and character packs for Poser and Daz Studio. For those of you not familiar with what those applications do - they're 3D graphic character design and scene creation tools. Daz Studio is free, Poser is not. I also sell my creations through outlets such as Renderosity. For those of you wanting to learn more about texturing (and maybe other elements) I suggest checking out Daz (www.daz3d.com) and Renderosity (www.renderosity.com) and reading some of their tutorials and stuff, it's also free membership to those sites.

As far as modding BFME 2 goes, I've learnt how to "clone" existing heros by setting up a new folder in the objects folder (ie. MyMods) and placing the new hero files in there, but setting them up as child objects to the hero they are cloned from. I found this to be much safer, expecially in cases such as the Balrog where removing the lifetime update on the original will cause crashes somewhere (in Balrog's case this was near the end of one of the story levels where it needed the lifetime update).
I've also tinkered around with the Playertemplate file and added heros (that's kinda "too easy"...lol...didn't even need a tutorial for that one...heh).

Also mucked around with the credits file....had a ton fun with that....then decided to create a serious one.
There's also a bunch of other stuff I've learnt, but I'll be here all night if I listed all of 'em...lol....suffice to say I've learned enough to navigate the folders with ease, change a few things and create my own ini.big files and stuff.

I use the replace ini.big file method....I've had crash problems with the shortcut way. I don't mind since it only takes about 1 second to back up an ini file on my machine and it's a process I only do once (I file everything carefully and perminantly). I still need to learn about adding custom assets to the assets file though, so any pointers on that will be greatly appreciated.


I'm also a little stuck on my cloneing exisitng hero mod. At the moment I'm trying to create Kain (the vampire from the Blood Omen games). I'm useing Glorfindel as the base model since he looks quite close to Kain's apperance. I can get him in the game and he works/functions pretty much ok, even got it so he doesn't cast a reflection and he can ride Glorfindel's horse (weapon toggle, and horse riding are options I felt every character should have...except maybe trolls....they'd crush the poor horse...lol).

Anyways, the problem with Kain is his name comes up with "Controlbar missing: Kain" or some such as does his description and that's despite adding his name and description to the lotr.str file. I also created a commandset for him and stuff (just wanted him to have Glorfindel's set as a test, then change later), but all the powers are greyed out in game except for the horse mount. He also can't seem to level up (his level is set to 0).
I'm sorry if these questions are something you've had before, but I've wrestled with this thing for over a month and nothing works so far.

I also think it would be neat if existing heros from the game appeared in their own catigourie within Create-a-Hero, just as a default model and textures the player can add their own name, attributes and powers to. I'm guessing that will be a headache though...lol).

Anyways I'd better end this here, sorry for the length...I hope to chat/communicate with some of you soon. And since I missed it, I hope you all had a great christmas and have an excellent new year. Bye for now and take care. :lol:

Edit : I used the BFME 2 The War mod to build my other mods on since it has loads of added buildings and stuff, it's possible the lotr.str file that came with that isn't implimented correctly and so I'll probably have to create a new one following a tutorial. I only really need to know a few things on this - 1) where can I find the original lotr.str file? 2) considering I use the replace ini.big file method, where should I place my modified lotr.str file when it's done? and 3) I can open the lotr.str file in notepad, is this a good way to edit it, or do you reccomend a better way?

I also noticed a thread in this forum regarding the lotr.str by Lord Elrond, that has drawn to my attention about the names and further makes me suspect the moded file I do have is defective.

Also re-read the guides at 3rd Age and noticed I'd forgotten about the levels file...(big DUH!...lol)....should solve the Kain level problem...hopefully.

Edited by BigRedKane, 20 January 2007 - 07:46 PM.


#2 Solinx

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Posted 20 January 2007 - 09:38 PM

Welcome to the T3A forums BigRedKane

It's great to hear our efforts to help new modders is paying off well :)
Our problems with the assets is something we need a guide on. You're not the only one with that problem.
I'm looking at some of our artists here. :) (Come on guys, you all say it's easy after the first time, why would writing a small guide on it be any harder :D)

As for the lotr.str, that also seems to become more of a common problem.

Each patch has a new lotr.str, you can find the latest file in ...\lang\englishpatch10X.big Where X is the last version number. Mind you, this is for the standard version of BFME 2. Since I don't have the expansion I can't tell you where the file is with that, although you can very likely figure that out by yourself, now you know it will be in one of the .big files in the 'lang' folder.
You will find that you will need to extract the file to ...\data\lotr.str With the file there, it will always use that one before any others.

The lotr.str can be edited with any text editor, including notepad. :)

While I doubt Zen messed up his lotr.str, it could be so. Still, I rather think it might be that there is some sort of problem with mixed game/patch versions. Zen has been modding the game for quite a while now and knows what he is doing. ;)

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#3 BigRedKane

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Posted 20 January 2007 - 10:27 PM

Thanks Solinx. :)

I have a feeling you could be right about the patch versions with the lotr.str file prob, since I'm on BFME 2 patch 1.06 (I don't have the Witchking expansion yet). The version of The War mod I have is older, patch 1.04 or 1.03 I believe. However, the ini.big file from the older patch version for that mod actually made my game way more stable....it virtually never crashes with that configuration on my pc....however the full un-modded patch 1.06 has crashed 6 times since I tried useing it.

the only problem I seem to get is where some horde units (ie. soldiers, archers...any side) do a "teleport" catch up type of slideing effect...where some of the units are being slided into place. And other times some units can't be hit (thay can be targetted, but when attack is initiated the attacking unit does nothing)...however that can be sorted with an earthquake spell or something...least that still kills 'em...lol.
Other than that everything works just fine.

I also wondered if anyone thought about adding Lineage 2 character models to the list of assets so there'd be even more models to choose from?....there's some very cool models there I'd love to see in BFME 2.

#4 Solinx

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Posted 20 January 2007 - 10:54 PM

Your welcome :D

These funny effects may an effect from using two different patches mixed with eachother. In any case, they are strange :)

Lineage 2 models aren't used so far I am aware. Copyright infrigement is our enemy there. You could use them for a personal mod, but releasing a mod would at the least not be recommended. Unless they are really loose about the whole copyright thing.

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#5 BigRedKane

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Posted 21 January 2007 - 12:49 AM

yeah, I figured copyright would be a pain there. I currently don't have the skills/knowledge to convert Lineage 2 models over as extra assets unfortunately and Freyja (a free 3d app) is a pain to work out how to install, leastways for me it is, otherwise I'd have done that mod ages ago...lol.

I believe NCSoft are pretty tight with their copyrights, which I find ironic since a lot of material in Lineage 2 are blatant rip offs from Lord of the Rings...lol. Even the music sounds almost identical to Peter Jackson's vision in the movies (not to meantion some suffs look like blatant rip offs from Games Workshop characters and content).

Oh well, this'll probably stay as a shelved idea then since even if I had Freyja working I wouldn't be able to re-group or re-bone the models for BFME 2, not my department... :)

I forgot to meantion, thanks to the thread about conquering CAH I managed to not only change the max spendable points to 100 for each character (I know it's more than any character is likely to spend thus far...but I also hope to change each stats so more points can be spent anyways), I also managed to change the CAH sides so now all CAH characters can be selected for any faction regardless (kinda like the wizards)....most satisfying when I saw it working...wheeee...lol. Thanks guys. :D

I've also got the CAH playing in Campaign mod merged among all this together with some slightly differant hero lists for campaign (I kept the normal ones it uses, just added to the list). Added the entire fellowship to the good campaign and added Arwen and Elrod to part 2 of good campaign as I felt they were owed some measure of payback...heh. Minimised hero list in Grey Havens Good Campaign tho due to CP limits (CAH, and Galadriel I think.)

Also I found the original lotr.str file and I'm about to poke around in there....thanks for that help Solinx. :)

I was wondering, you wouldn't happen to know what code I need to apply so when my Kain character hits/kills someone he gains health?...he is a vampire after all...heh.

#6 zimoo

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Posted 21 January 2007 - 10:48 AM

If you look at the Barrow-wight's weapon you'll see this:

DamageNugget					   ; A basic Nugget that just does damage
		Damage				= BARROWWIGHT_SWORD
		Radius				= 10.0
		DelayTime	 		= 0
		DamageType			= MAGIC
		DamageFXType		  = SWORD_SLASH
		DeathType	 		= NORMAL
		DrainLife	 		= Yes
		DrainLifeMultiplier	= 0.5
	End

Add the two DrainLife lines to your vampires weapon, in one of the damagenugget blocks.
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#7 Solinx

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Posted 21 January 2007 - 01:11 PM

I believe NCSoft are pretty tight with their copyrights

Then perhaps it is for the best that the idea is shelved. If you do go ahead some time, remember first contact them and only if they give permission use the models for anything else than for your own use.
You know, if these Games Workshop characters resemble theirs so much, why not try to use models from there?

I forgot to meantion, thanks to the thread about conquering CAH I managed to not only change the max spendable points to 100 for each character (I know it's more than any character is likely to spend thus far...but I also hope to change each stats so more points can be spent anyways), I also managed to change the CAH sides so now all CAH characters can be selected for any faction regardless (kinda like the wizards)....most satisfying when I saw it working...wheeee...lol. Thanks guys. :p

Again, nice to hear you have found it useful ;)

Changing the max attribute limit is quite easy code wise, but it won't look pretty in game. Never tried it myself, but here are all the links I see to make it happen:

Let's start from the beginning, with the part that you already know.

==================
Create a Hero: Customising the attribute limits
==================

This guide has two parts, the first part will teach you to change the maximum attribute points you can spend at the creation of your personal hero and it will show you how to change the attribute restrictions within the range of 1 to 20 for each specific class and for each specific attribute.
The second part will teach you to expand these limits. Because the graphics won't adjust with the code, this has never been tested by me. I simply write down the links that I have seen and leave the choice to you whether you use it or not.

In this guide I assume you have basic knowledge of modding BFME 2 and know you're way around with ini's
If not, check out the beginner tutorials on the T3A site

Part 1: Turning hero's into legends

What files do we need?
...\data\ini\createaherosystem <CaH Class Name> .inc

Each Create a Hero class has it's own file to list their subclasses, with this example, I am going to use the MotW.

Each new subclass is noted with a line like this
SubClass // Captain Of Gondor

Our first step is to increase the amount of attribute points the Captain of Gondor has to spend at creation.
SpendableAttributePoints		= 30
You will find this line in each subclass, just increase, or decrease the number to whatever you like. The maximum useful value for the first part of the guide is 100, which will maximize all 5 attributes to 20.

Ok, that was easy. The next part is no more difficult. Scroll down, past the Blingupgrades, untill you come across this codeblock:
Attribute
			GroupName			= CreateAHero_ArmorAttribute
			MinValueUpgrade		= Upgrade_ArmorAttribute05
			MaxValueUpgrade		= Upgrade_ArmorAttribute20
			DefaultValueUpgrade	= Upgrade_ArmorAttribute16
		End
The names speak for themselves, but here is a description anyway...

This block is one of the five blocks in a row that determen the minimum, maximum and default attribute value for each of the 5 attributes. This first block is for the Armor attribute, the second for damage, also called power, third for health, fourth regeneration, and the last for the vision range.

You should never modify the groupname unless you really know what you are doing, changing the name of the group won't benefit the game, it can only break it. The other three entries you can modify. For each value you change the numbers at the end of the upgrades from 01 to 20. Keep in mind that you always keep the minimum value below or equal to the maximum and the default within the min-max range you have set.

That's it for part 1. You can now edit the amount of attribute points you can spend and the range in which you can spend them for each specific attribute and each specific subclass.

Part 2: From legend to god
Ok, so you want to go beyond the basic enhancement?

We need to do more than in part one, and we need more files for that too:
- ...\data\ini\createaheroupgrades.inc
- ...\data\ini\object\createahero\createaheroattributemodifiers.inc
- ...\data\ini\attributemodifier.ini
- ...\data\ini\createaherogamedata.inc

This guide is specifically about increasing the possible ranges of the attributes. After the guide you will need to follow the steps from part 1 to actually use the increased ranges.

In this guide I will go no further than increasing the armor attribute from 20 to 21, since increasing the limit any futher wouldn't add any value to the example. You can increase the range following the same steps to any value you like. Note, it could be that there is a limit at 99, because the engine could be written to only recieve an input of two digits.

Alright, we start with opening ...\data\ini\createaheroupgrades.inc
Do a search for "Upgrade_ArmorAttribute01" and you will find this code block:
Upgrade Upgrade_ArmorAttribute01
  Type			  = OBJECT
  GroupName			= CreateAHero_ArmorAttribute
  GroupOrder		= 0
End
This code block is followed by many more of these blocks, counting upwart to
Upgrade Upgrade_ArmorAttribute20
  Type			  = OBJECT
  GroupName			= CreateAHero_ArmorAttribute
  GroupOrder		= 19
End
During this, two enties remain constant and both the upgrade name and GroupOrder are increased by one for each block. The Type is set to Object, instead of Player, which makes this upgrade apply to the specific object that get's it, in this case the CaH, only. Our first step to increase our range will be to add our own entry in this file:
Upgrade Upgrade_ArmorAttribute21
  Type			  = OBJECT
  GroupName			= CreateAHero_ArmorAttribute
  GroupOrder		= 20
End
Now we have defined our upgrade, we need to link it to some code that actually does something. Open ...\data\ini\object\createahero\createaheroattributemodifiers.inc

CaH attributes work like a leadership, they influence the statistics of the unit through a very basic attribute modifier module. Find the following code by searching for 'Upgrade_ArmorAttribute20', our link from the last code we modified.
Behavior = AttributeModifierUpgrade ModuleTag_ArmorAttribute20
	TriggeredBy			= Upgrade_ArmorAttribute20
	AttributeModifier	= ArmorAttribute20
End
If you look around this code block, you will see that there is a while list of them, each following number in the range has it's own block and that for each separate attribute.

Our additional code will look like this:
Behavior = AttributeModifierUpgrade ModuleTag_ArmorAttribute21
	TriggeredBy			= Upgrade_ArmorAttribute21
	AttributeModifier	= ArmorAttribute21
End
Each module needs an unique name or you will get an error, either at the start of the game, or when you want to use the specific code.
The TriggeredBy entry contains our own upgrade, which we defined in ...\data\ini\createaheroupgrades.inc
The last entry is the link to our next step, the actual attribute modifier, again, the name is unique and incremental to the last value, to make coding this a lot easier.
We have now linked the upgrade to the actual attribute modifier, only that modifier doesn't exist yet. Out next and last step will be to create the modifier.

Open up ...\data\ini\attributemodifier.ini and do a search for 'ArmorAttribute20'. You will find this code
ModifierList ArmorAttribute20
	Category					= INNATE_ARMOR
	Modifier					= ARMOR	#MULTIPLY( CREATE_A_HERO_ATTRIBUTE_MULTIPLIER 0.80 )
//	FX							= 
	Duration					= 0
	ReplaceInCategoryIfLongest	= Yes
End
This is the current maximum attribute modifier for armor. Above this codeblock you will find all the lower modifiers for the armor attribute. They are all sorted in the Category INNATE_ARMOR.
The next line is the core of the modifier, namely the effect. "ARMOR" states that the modifier will affect the amor statistic of the object. At the top of the ini file there is a list with possible statistics that can be changed with a modifier.
Then comes the actual input of the change. EA used a multiply format for the attributes, multiplying a macro that is set to equal 1 (You can find this in ...\data\ini\createaherogamedata.inc) with a numeric value.

From ArmorAttribute01 to ArmorAttribute20 this value has increased from 0.25 to 0.80 with steps of .05, 0.02, 0.03 and again with steps of 0.05. For ArmorAttribute21 I will add another 0.05, making it 0.85.

There are a few more lines left to the code block. The first is the FX. This line is commented out, which means the engine will skipp the line. The effect is innate, so it won't show a visible effect.
The second line is the duration, which is set to 0. My best guess is that this will make the effect last permanent.
The last line, ReplaceInCategoryIfLongest = yes, makes sure that during the creation of you hero, if you switch between attribute values, the modifier with the highest effect is chosen.

So, the code for my 21st attribute modifier will look like this:
ModifierList ArmorAttribute21
	Category					= INNATE_ARMOR
	Modifier					= ARMOR	#MULTIPLY( CREATE_A_HERO_ATTRIBUTE_MULTIPLIER 0.85 )
//	FX							= 
	Duration					= 0
	ReplaceInCategoryIfLongest	= Yes
End

Now when you have been looking at ...\data\ini\createaherogamedata.inc, you may have noticed that there is more to be found than just the multiply constant that is used for the modifiers. You will also find the base values for health and vision. The base damage can be found at the weapon code, and the armor base would be in the armor code. Teaching how to modifying these two would be the start of another guide.

So, to sum up, these are the codes for increasing the maximum value of the armor attribute range from 20 to 21:
- ...\data\ini\createaheroupgrades.inc
Upgrade Upgrade_ArmorAttribute21
  Type			  = OBJECT
  GroupName			= CreateAHero_ArmorAttribute
  GroupOrder		= 20
End

- ...\data\ini\object\createahero\createaheroattributemodifiers.inc
Upgrade Upgrade_ArmorAttribute21
  Type			  = OBJECT
  GroupName			= CreateAHero_ArmorAttribute
  GroupOrder		= 20
End

- ...\data\ini\attributemodifier.ini
ModifierList ArmorAttribute21
	Category					= INNATE_ARMOR
	Modifier					= ARMOR	#MULTIPLY( CREATE_A_HERO_ATTRIBUTE_MULTIPLIER 0.85 )
//	FX							= 
	Duration					= 0
	ReplaceInCategoryIfLongest	= Yes
End

Doesn't look to much does it? Nor difficult. The problem lies not with increasing one of the five ranges with one step. You will need to do these basic changes for every category and for every step, that is what makes this beyond basic coding. And then there is the graphical issue. Like I said, I haven't tested this, because I don't expect the graphical part to act nice and adjust to the situation.

In addition, you will need to watch the number of upgrades you use. Grimm discovered that there is an upgrade limit with BFME 2, you can only use that many of them. You can remove useless upgrades on other places, to increase the number of upgrades available to you. If you want to do that, I expect you to know enough to find out which you can remove and which you can't.

And this concludes this guide about Create a Hero Attributes. If you have any issues, please send me a PM (private message), since I can't promise to be checking the board every day.

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#8 BigRedKane

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Posted 21 January 2007 - 09:33 PM

Woah...thanks Solinx, that gives me a few things to play with. Although upgrading the attributes that way wasn't quite what I had in mind...lol...I only wanted to get it so they'd physically get up to 20 per attribute and stay there (full green bars all the way).

I am, however, pleased to announce that with the help of the CAH guide and Hostiles Troll download, which I used finalbig on to poke around in, I was able to solve this problem and get the mod working exactly how I wanted. Still has 15 to 20 points unused out of the 100 but at least it works....heh.

when I saw the "From Legend to God" title there i laughed so hard I almost choked on my coffee....lol. :p

I noticed a bug if the the min and default attributes are set to 0.....when I done this and created a new hero when I viewed another hero and clicked back to my new one all the attributes were back at 0 again, so I chose to leave those values alone....just increased max to 20.

As it is my new CAH are like gods....any higher would be madness...but it is something I might tinker with just to see the result when I'm in a particularly insane mood...lol.

So thanks again for that info....if I may I'd like to copy it to a text file for easy reference later. :)

Edit : I just noticed Zimoo's reply there....I must have missed that on my first scroll down amongst all this code...sorry. Thanks for the code and info there Zimoo, I'll try that shortly. Much appreciated :D

Edited by BigRedKane, 21 January 2007 - 09:37 PM.


#9 Solinx

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Posted 21 January 2007 - 11:36 PM

No problem, I had fun writing the bit.

The lowest value you can put in the minimum and default attributes end with 01, not 00 :p

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#10 BigRedKane

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Posted 22 January 2007 - 12:13 AM

thanks. :)

I think I'll leave that bit of the code alone for now tho, I'm happy with how it turned out...heh.

however before I start creating "gods of gods" I'd love to know how to add existing hero/unit models to CAH. I don't particularly want anything flashy such as colour and armour/weapon changes, just to have, say, a Nazgul or Sauron appear in the CAH window listed under Default Heros or something as thier race...maybe unit/hero/ringhero as classes (not how they'd turn out, but makes for easy reference if they're listed like that) and then various powers and attributes can be applied per the user, player or modder's chooseing.

I personaly wanted to create me with Sauron's armour and a custom set of powers and attributes since I got the game, so I was pretty miffed when I saw no such feature was in the game... :p

And trying the default/clone hero method wouldn't have the same effect since the stats and awards wouldn't be recorded.

Hopefully someone will create a tutorial on the subject something like your special power one, Solinx.

#11 Solinx

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Posted 22 January 2007 - 12:25 AM

Well, since the model is already there, I don't think it will be much of a problem to get that done. The special powers are of course limited to the animations already available for sauron, and even though it's all very likely to be possible, it's going to be quite some work.

It's time to get some sleep now. I'll give it some thought and try some things out, that's all I can say for now.

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#12 BigRedKane

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Posted 22 January 2007 - 01:36 AM

Thanks Solinx.
Hope you have a good sleep. :)

I did manage to get Sauron to have a weapon toggle once when I cloned him to muck around with stuff, it worked to a fault....he fired arrows with each swing of his mace...lol. I thought in some ways that could work like he's loading the arrows up in the ridges at the top of his mace and catapulting them with his strength at the target. his arrow hit damage was quite high as well, which would make him quite a deadly long range hero...hehe.

I'm also guessing if one wanted to give Sauron the abbility to ride a horse one could use the Mouth of Sauron on horseback model, since his helmet/mask does kind of resemble the Dark Lord's helmet.

I've always thought every hero should be able to have toggle weapon and ride horse options.
Anyways it gives food for thought....I'll just keep reading and tinkering and hopefully one day I can give such characters as Sauron some more versatile abbilties.

(I typed this anyways even thought you probably gone since you'll likely see it tomorrow or something...lol.. :p ).

#13 Solinx

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Posted 22 January 2007 - 05:35 PM

Yeah, just back from a somewhat longer schoolday then I expected. It will be a few hours before I can give you anything of a serious answer to your previous post.

The weapon toggle for Sauron... well, if you are going to use the model of Mouth of Sauron (possibly just for the mounted condition, although that would be more tricky than just use the Mouth of Sauron for everything), it depends on his ability to switch weapons.

Your weapon toggle for Sauron didn't activate secondary attack animations because there are none. Personnally I think giving Sauron a bow for a ranged weapon is just wierd, if he would hurl magical projectiles, fiery globes perhaps, it would be easier to imagine that, to me at least. And for that toggle, he could use the same animations, the mace animations you describe, in which the arrow projectile could 'simply' be replaced with a fiery ball (I think I know a FX coder who would be willing to help with that)

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#14 BigRedKane

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Posted 22 January 2007 - 10:33 PM

Schoolday?...that school school or college school?... :)

I, thankfully, left school a very long time ago...lol...guess I miss some of it....but for the most part I don't...heh.
(I'm 34 by the way).
Studied at Art College tho....now THAT I do miss....clay sculpture, body casting, photography, pencil drawing, oil painting, the works basicly....had quite a bit of fun along the way too.

Anyways, I hope your studies are going well.... :)

I didn't expect a secondary attack with Sauron weapon toggle....I suspected he wouldn't have a bow animation....I was merely stating what I did and the effect it had....heh. sometimes I like to see what can be done with minimal codeing exersises and just copy & pasting things around, that way I can learn what needs to be done and what doesn't....no point in writing 50 lines of code when you only needed to paste in 2 from another unit...lol.

I like your Magical Projectiles idea tho....I could probably create something like that by useing the code for the magical fireball or something and either leaving as is or combining it with something else.
A fireball/thunder bolt effect combo would look awesome but I don't know how viable it is unless I try it....so that goes on my list of things to play with soon.... :)
If you know of people that can input their wisdom into stuff like this then that would be cool, I have no idea how fast (or slow...take your pick...lol) I can come up with "usable" results on things like that...I just tinker and it takes as long as it takes.

Also I don't expect you to take time out of your busy schedule to answer my questions and stuff...I appreciate it...but I don't expect it. I can always wait...no rush...lol... :D
Figure I got plenty to mess with now anyways...heh. :D

#15 Solinx

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Posted 22 January 2007 - 11:48 PM

Schoolday?...that school school or college school?... :)

Second year university, long past school school :)

I, thankfully, left school a very long time ago...lol...guess I miss some of it....but for the most part I don't...heh.
(I'm 34 by the way).
Studied at Art College tho....now THAT I do miss....clay sculpture, body casting, photography, pencil drawing, oil painting, the works basicly....had quite a bit of fun along the way too.

:D yeah, I'm looking forward to the day that I can go to work, one never stops learning, but university is so theoretical :(
If I'd had more talent drawing and had a bit more sense, I'd be at some sort of art school too. The pencil drawings I made used to be quite good already.
Nearing my 21st year, drawing is something I rarely do anymore, there are enough other fun things to do in my free time :)

Anyways, I hope your studies are going well.... :)

Thanks :) Today's exam went well... I think... hope... well perhaps it did... there is always that chance :)

I didn't expect a secondary attack with Sauron weapon toggle....I suspected he wouldn't have a bow animation....I was merely stating what I did and the effect it had....heh. sometimes I like to see what can be done with minimal codeing exersises and just copy & pasting things around, that way I can learn what needs to be done and what doesn't....no point in writing 50 lines of code when you only needed to paste in 2 from another unit...lol.

That's the essence to finding new things, try :) If it doesn't work, just change it back. You can give each unit a secondary attack, no problem. But only the units that have animation code to recognise a toggle will switch animations, every other unit will show no visible change in attack animations. The arrows are a separate object, which is spawned by the weapon.

Also I don't expect you to take time out of your busy schedule to answer my questions and stuff...I appreciate it...but I don't expect it. I can always wait...no rush...lol... :p
Figure I got plenty to mess with now anyways...heh. :D

ok, I hope you don't mind me leaving it at this for today, and possibly the next two days. It's the ending week of a period, so some attention studying does need some more attention than usual.

Solinx
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#16 BigRedKane

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Posted 23 January 2007 - 12:02 AM

sure...no prob...thanks for all your time you spent helping thus far, I look forward to further descussions in the future.
Take care and good luck with everything. :)




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