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Helm's Deep Last Hope Map Mod


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#141 zimoo

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Posted 17 April 2007 - 08:32 PM

That's true, hence why I never really give zoomed in screenshots :p
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#142 Rob38

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Posted 18 April 2007 - 05:16 AM

I fixed that black spot on the Rohan Archers. Apparrently, they put it in the opposite corner of the skin layout, but it looks good now. Thanks for catching that Zimoo :thumbsupsmiley:

Since I've been working on the archer units for a while, I decided that I should do something different with their fire arrow upgrade. I don't want the good faction in this map to have fire arrows because I think it makes the explosive mines too easy and they'll never reach the wall. So, I've decided to make a new fx to the arrow upgrade and give it more of a silverthorn effect to it. Here's a couple of screenshots for the rohan archer arrow upgrade. What do you all think?

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#143 zimoo

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Posted 18 April 2007 - 10:38 AM

Looks nice, but in the second screenshot the effect is duplicated thrice O_o
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#144 Devon

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Posted 18 April 2007 - 09:17 PM

yep, it looks really good, except for the triple thing. What are you gonna call it though, diamond tips or somethings?

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#145 jimiojoe

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Posted 18 April 2007 - 10:05 PM

yep, it looks really good, except for the triple thing. What are you gonna call it though, diamond tips or somethings?


elven magic! which haldir brings when he arrives ^^
also - are going to soon see screens of the upper levels of helms deep ? like the keep and the way leading to the glittering caves :p:D
cant wait till them :lol:

Looking back at a first screenshot clever idea to break up the wall, now archers can continue to fire from upper levels as the uruks go up tot he wall, break down the wall, and go roudn to the stairs untill they finally make it to the archers rather than the stairs right there whenthey break down the wall.... if that made sense... well it did to me and it sbasically saying goood work :p

Edited by jimiojoe, 18 April 2007 - 10:17 PM.

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#146 Rob38

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Posted 19 April 2007 - 02:47 AM

Well, for the arrow effect, it kind of leaves a sparkle trail when they move. It's hard to capture in a screenshot, but it looks really cool in-game. I'm planning on making three different colored versions of it to distinguish the strength between them. The elves will have light blue (strongest), the rohirrom archers will be golden (second strongest), and the yeoman will have white (weakest).

also - are going to soon see screens of the upper levels of helms deep ? like the keep and the way leading to the glittering caves :p:D
cant wait till them :lol:

Looking back at a first screenshot clever idea to break up the wall, now archers can continue to fire from upper levels as the uruks go up tot he wall, break down the wall, and go roudn to the stairs untill they finally make it to the archers rather than the stairs right there whenthey break down the wall.... if that made sense... well it did to me and it sbasically saying goood work :p


Yea, I keep meaning to take screenshots of those areas. There are just some minor touch ups I'll have to work on. As for the upper (hornburg walls), I feel that it needs to be seperate from the deeping wall. I may actually make all the hornburg walls a little taller depending if I can figure out how to model correctly.

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#147 NumenoreanRapper

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Posted 26 April 2007 - 01:01 PM

Thanks for the comment Zimoo. Will make note of that when I work on the evil mission. By the way, speaking of the evil mission, I have an important question for all of you. How do you want the evil mission to be set up? By this, I mean how do you want to be able to play as the enemy. Do you want to control reinforcement armies that spawn on the map or do you want to be able to build up your whole army? So for example:

100\0 This means you do not build anything and you control the large reinforcement armies that appear on the map.

0\100 This means that you must build up your entire army and you will not receive any reinforcements at all.

50\50 An even amunt of building an army and controlling a spawned army on the map.

If you could, please post the percentage number like in my examples with a short explanation why you chose that. You can choose any percentage number (such as 75\25) so put down what you feel is right. Your feedback will help me determine how the evil misssion will be set up. Thanks for your help :huh:

50/50 you can use that flag in the corner of screen for when your reinforcements are available (back in the days of BFME1)

#148 Gherrick

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Posted 27 April 2007 - 02:06 PM

Sounds great!! :O And what these super arrows do? Only bigger damage or knockback/magic daze or sth. ? And will Uruks have red upgraded arrows (like Haradrim Barbed Arrows but possibly without knockback...or even with b/c Crossbows were powerful weapons and bolts penetraded through armour and even knocked people on their backs).
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#149 Rob38

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Posted 28 April 2007 - 08:04 AM

I think I'm finally figuring out how RENX works! I was able to sucessfully edit the haradrim lancer model and bind it correctly. The only problem I have now is getting the forged blade to work properly. Right now, it doesn't attach properly and it appears solid in-game. Currently, I have the forged blade binded to the LANCEBONE and the export settings for the forged blade were: export transform, export geometry, normal, and 2side. What do I need to do to get the forged blade to work? Do I need to create a bone around the spearhead and then attach it to the spear? And if I have to do that, how do you create a new bone? Here's a picture of how it looks so far.

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Sounds great!! :O And what these super arrows do? Only bigger damage or knockback/magic daze or sth. ? And will Uruks have red upgraded arrows (like Haradrim Barbed Arrows but possibly without knockback...or even with b/c Crossbows were powerful weapons and bolts penetraded through armour and even knocked people on their backs).


I'm still working on them so I don't have them entirely planned out yet. I'll probably make it so that the elves will have knockback. I like the idea of giving the crossbows red arrows. I think I may do that :p

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#150 zimoo

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Posted 28 April 2007 - 10:15 AM

Did you alter the material settings for the forged blade?
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#151 jimiojoe

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Posted 28 April 2007 - 12:04 PM

Did you alter the material settings for the forged blade?


your gonna have to edit the material, just on the 2nd tab of the material window/box thing (the tab before wherre you choose the actual texture to use), near the bottom is a check box for alpha test, just click that for that object, that will make the black areas invisible - as long as the actual texture has the alpha channels
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#152 Rob38

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Posted 28 April 2007 - 06:26 PM

Did you alter the material settings for the forged blade?


your gonna have to edit the material, just on the 2nd tab of the material window/box thing (the tab before wherre you choose the actual texture to use), near the bottom is a check box for alpha test, just click that for that object, that will make the black areas invisible - as long as the actual texture has the alpha channels


I tried that, but nothing different happened. Anything else I have to do with the texture settings? I have ambient and diffuse on white, specular and emissive on black, alpha test, and I chose texture EXLnzFlar2.tga. Also, I still don't know how to get the forged glow to attach to the weapon properly. If somebody can help explain how to do that, it would be really helpful.

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#153 zimoo

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Posted 28 April 2007 - 07:22 PM

Erm someone (Nertea I think) posted the forged blade settings a while back. I personally don't know them, as I despise that glow and thus refuse to give it to any of my models.

Alpha Add? That pops into my mind :p
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#154 Lauri

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Posted 28 April 2007 - 11:18 PM

To bright :p

But the problem is probably that you haven't added the Alpha's on the texture :p I think I remember that you had to create the alpha channels for the texture yourself, despite the fact that it works on EA's models... just as you have to rebind the models you import :p

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#155 Rob38

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Posted 29 April 2007 - 03:11 AM

To bright :)

But the problem is probably that you haven't added the Alpha's on the texture :p I think I remember that you had to create the alpha channels for the texture yourself, despite the fact that it works on EA's models... just as you have to rebind the models you import :xcahik_:


Well, it helped out a bit but it's still really flat and does not have that glow effect. Has anybody put a forged blade on a model before? Here's how it looks now.

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#156 Nertea

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Posted 29 April 2007 - 06:16 AM

Don't listen to Lauri :) It has nothing to do with alphas.

In Shader options:
Blend mode: add
Src and dest: one
Do not write zbuffer
No alpha test

In Vertex material options:
Set emissive to the forged blade colour you want
Ambient and diffuse to white
Opacity 1.0
Translucency 0.0

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#157 Lauri

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Posted 29 April 2007 - 11:53 AM

Well, mine turns out better than your Rob :)
BUT, they haven't been perfect... ever :xcahik_:

*tried Nert's method...*

It's that method I've tried before, but the forged part turned up way bright in game... but I did have Alpha's on then.... well, can't find the Translucency thingy in Max though..

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#158 TxM RubberDucky

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Posted 29 April 2007 - 04:43 PM

wow this looks really good, ive always wanted to fix helms deep, the EA version blows, at least thats what i think, cant wait for you to release this it looks great

#159 Rob38

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Posted 29 April 2007 - 06:41 PM

Well, mine turns out better than your Rob :)
BUT, they haven't been perfect... ever :xcahik_:

*tried Nert's method...*

It's that method I've tried before, but the forged part turned up way bright in game... but I did have Alpha's on then.... well, can't find the Translucency thingy in Max though..


I tied it too, and they also turned out too bright. I tried for over a hour to lower the brightness of it, but I can't get it to work. When I try to change the translucency and opacity in Renx, nothing happens. Does anyone know how to fix that?

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#160 Nertea

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Posted 29 April 2007 - 07:33 PM

Funny, those settings are straight from a Wdump of EA's models. They've always worked for me in the... 4 times I've had occasion to use them :).

Those sliders are actually disabled. If you have an understanding of how the add blend works, you may just have the colour set too bright.

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