Jump to content


Photo

Helm's Deep Last Hope Map Mod


  • Please log in to reply
207 replies to this topic

#21 jimiojoe

jimiojoe

    War Mungerer

  • Project Team
  • 491 posts
  • Projects:X-Mod, The Harry Potter Modification
  •  Advice

Posted 28 February 2007 - 04:45 PM

:cool2: I think that Toms mod is good way to learn how to do some things. That way I learned how to add lotr.str in-game and couple of other stuff too :p

And btw are you adding Huorns in to the end of map ? It would be interesting to see that :cool2:


ooooohh i think thats a great idea, and maybe make a building for isengard to build the lumbermill workers and their the only ones who can properly kill huorns.......... random idea :cool2:
Jimiojoe
A light from the shadow shall spring.

#22 zimoo

zimoo

    Ecthelion of the Fountain

  • Project Team
  • 2,009 posts
  • Location:Devon, England
  • Projects:Lurking until the off topic begins...
  •  Guardian of the Books

Posted 28 February 2007 - 04:49 PM

:p

*Huorns come in, pwn all 10000 uruks, move to Isengard base*

Orc Labourers: Attack!

Huorns: Oh noes!

*Huorns get chopped down by a few labourers who cost 20 resources each*

I prefer fire as a way to deal with them personally :cool2:
Posted Image
Posted Image
Posted Image
Posted Image
Posted Image
Posted Image

Playing games? Ah, you'll never be a good modder if you get involved in actually playing them!


#23 Juissi

Juissi

    AWESOM-O

  • Hosted
  • 1,555 posts
  • Location:Finland
  • Projects:Last Alliance modification, The Hobbit mod
  •  Forger Of (Last) Alliance

Posted 28 February 2007 - 04:52 PM

Yeah maybe the labourers arent the most balanced way to deal with Huorns :p

#24 jimiojoe

jimiojoe

    War Mungerer

  • Project Team
  • 491 posts
  • Projects:X-Mod, The Harry Potter Modification
  •  Advice

Posted 28 February 2007 - 06:09 PM

Yeah maybe the labourers arent the most balanced way to deal with Huorns :p


you make a valid point....
Jimiojoe
A light from the shadow shall spring.

#25 ched

ched

    .

  • Undead
  • 4,431 posts
  • Location:Angers (France)
  • Projects:Rhovanion Alliance
  •  T3A Team Chamber Member
  • Division:BFME
  • Job:Previous Division Leader

Posted 28 February 2007 - 11:09 PM

actually, in vanilla BfME I, the tree's harvester make 300% more damage to ents. And only a few actually suspect this; It's an interesting way to spice the game, since the opponent is forced to build a lot of useless units in any other combat situation.
Software is like sex; it's better when it's free ~Linus Torvald

#26 Rob38

Rob38

    Believer of Hope

  • Hosted
  • 3,567 posts
  • Location:USA
  • Projects:Helm's Deep Last Hope
  •  One who is not afraid of new challenges

Posted 01 March 2007 - 05:47 AM

I think I may know a way to incorporate Huorns into the map. I'll see what I can do about it.

Currently, I'm working on the new audio for Theoden. Hopefully, I'll get some more pictures up for you guys by the end of the week.

signature_group1.gif

 

16821.png


#27 Rob38

Rob38

    Believer of Hope

  • Hosted
  • 3,567 posts
  • Location:USA
  • Projects:Helm's Deep Last Hope
  •  One who is not afraid of new challenges

Posted 04 March 2007 - 06:28 AM

Since I know that there are not a whole lot of modelers around, and most of them are very busy, I've decided to try to learn how to use RenX. But I'm stuck on a certain part right now and I don't know what to do. I'm trying to just simply remove the cape from Aragorn, but when I try to play my game, he shows up as a purple box. I'm pretty sure it's the binding box.. Here is what I have done in Renx:

1. opened up guaragorn_skn
2. select model, right clicked on hide unselected
3. rigt clicked convert to editable mesh
4. clicked on vertex
5. deleted the parts of the cape
6. went to file - export and clicked on W3d
7. another screen popped up and I clicked on hierarchical model
8. I then clicked on export using existing skeleton and I chose guaragorn_skl
9. I then saved it into my mod folder and put it in asset.dat

If anyone can help me on what I'm doing wrong, I would appreciate it. I don't think it's an asset problem because the other changes I made for other units such as their skins and button images are there.

Edited by Rob38, 04 March 2007 - 06:39 AM.

signature_group1.gif

 

16821.png


#28 zimoo

zimoo

    Ecthelion of the Fountain

  • Project Team
  • 2,009 posts
  • Location:Devon, England
  • Projects:Lurking until the off topic begins...
  •  Guardian of the Books

Posted 04 March 2007 - 10:26 AM

Aragorn's mesh is named 'ARAGORN MESH'. Sy's asset builder won't work with meshes which have a space in, so if you change it to ARAGORN_MESH it should work.
Posted Image
Posted Image
Posted Image
Posted Image
Posted Image
Posted Image

Playing games? Ah, you'll never be a good modder if you get involved in actually playing them!


#29 Lauri

Lauri

    Old man Lauri

  • Hosted
  • 10,436 posts
  • Location:Norway
  • Projects:The 4th Age
  •  The very worst T3A Team Chamber Member

Posted 04 March 2007 - 02:06 PM

did you even bind the model? and zimoo, I know that, but how come it shows up as a purple box? :lol:

try again sometimes and if you don't get it to work, lemme know and I'll make one for thee :dry: it's an easy job for me, cause I do for some reason enjoy binding.... :ohmy:

T4A_Logo_-_article.png

The 4th Age version 0.8 has been released: Link


#30 Bart

Bart

  • Network Admins
  • 8,524 posts
  • Location:The Netherlands
  • Division:Revora
  • Job:Network Leader

Posted 04 March 2007 - 04:35 PM

did you set the export settings, so the box is actually a BBox, and not just a purple box?
bartvh | Join me, make your signature small!
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."

#31 Rob38

Rob38

    Believer of Hope

  • Hosted
  • 3,567 posts
  • Location:USA
  • Projects:Helm's Deep Last Hope
  •  One who is not afraid of new challenges

Posted 04 March 2007 - 06:14 PM

Well, Zimoo's tip helped out a little bit. I can now see part of the model now but the box is still there. When he moves however, there are no animations. I'm assuming that the problem is in binding. I didn't know that you had to re-bind the model when all I was doing was removing a small part of it. And 2play, how do you set the export settings for that? I'm using nick's tutorial right now so it may be in there. I'll continue to work on it and I'll see what I can come up with.

signature_group1.gif

 

16821.png


#32 jimiojoe

jimiojoe

    War Mungerer

  • Project Team
  • 491 posts
  • Projects:X-Mod, The Harry Potter Modification
  •  Advice

Posted 04 March 2007 - 08:19 PM

exporting the model you need to have bound it with a WWSkin and choose the right export settings,

Export settings are simple: (Go to the hammer-shape symbol on the far right and choose W3D Tools)

For the model/any actual object you want to see in game (ie sword, shield) tick the geometry box and have the transform UNchecked
the skeleton needs nothing checked and neither does the WWSkin,
The Boundingbox needs either AABox OR BBBox as well as Geometry and Transform

The wwskin is quite simple once you know how, check out the modelling tutorials on www.the3rdage.net

Edited by jimiojoe, 04 March 2007 - 08:20 PM.

Jimiojoe
A light from the shadow shall spring.

#33 Rob38

Rob38

    Believer of Hope

  • Hosted
  • 3,567 posts
  • Location:USA
  • Projects:Helm's Deep Last Hope
  •  One who is not afraid of new challenges

Posted 05 March 2007 - 06:03 AM

Wow, there is quite a lot to do to make minor changes in the model. Well, I got the model to change in the game, but I now have to bind it correctly. I'm sure that's going to be fun :lol: Well, when I have more time, I'll work on it some more. Just like learning how to code, it's probably going to take a while to get used to. But now, here are some more images I promised to have for you guys.

Added path for the rohirrim charge scene
Posted Image

Alternate view of new causeway
Posted Image

Secret path Gimli and Aragorn use in movie
Posted Image

The Deeping Wall is now seperated from the Hornburg
Posted Image

And finally, a picture of the new Glittering Caves
Posted Image

Once I figure out how to use Renx correctly, things should go a little bit faster. I do however, have one quick question about Worldbuilder. How can you have Worldbuilder read my modded files? I'm assuming it has something to do with the shortcut, but I don't know what to change. Thanks :ohmy:

signature_group1.gif

 

16821.png


#34 adummy

adummy

    Keep it Clean!

  • Project Team
  • 1,760 posts
  • Location:Arizona, USA

Posted 05 March 2007 - 06:25 AM

how far deep is that section of the Glittering Caves?
Posted Image

#35 olog hai of the east

olog hai of the east
  • Members
  • 82 posts
  • Location:New Zealand
  •  Coder, Mapper

Posted 05 March 2007 - 07:10 AM

That sneaky path is awesome.

Also are you going to give Peasants Hobbit Rock Throw? That would be pretty cool
It's only funny until someone gets hurt, Then its Hilarios!

#36 jimiojoe

jimiojoe

    War Mungerer

  • Project Team
  • 491 posts
  • Projects:X-Mod, The Harry Potter Modification
  •  Advice

Posted 05 March 2007 - 04:00 PM

awesome new pics!!

that secret gate way tis gooood - i was wondering whether you might try and make aragorns dwarf toss ability work but that door will do fine :xcahik_:

and yay its seperated, much betttterr and realisticer! ea kind of made that not very to scale at all :dry: nice work
Jimiojoe
A light from the shadow shall spring.

#37 Lauri

Lauri

    Old man Lauri

  • Hosted
  • 10,436 posts
  • Location:Norway
  • Projects:The 4th Age
  •  The very worst T3A Team Chamber Member

Posted 05 March 2007 - 04:12 PM

awesome! :dry:

you can still tell me to make Aragorn :huh: it's nothing fancy :xcahik_:

anyways, the map looks awesome! :ohmy:

T4A_Logo_-_article.png

The 4th Age version 0.8 has been released: Link


#38 Rob38

Rob38

    Believer of Hope

  • Hosted
  • 3,567 posts
  • Location:USA
  • Projects:Helm's Deep Last Hope
  •  One who is not afraid of new challenges

Posted 06 March 2007 - 04:07 AM

@ adummy Well, I'm still working on the layout for the map so I don't know the exact size of the Glittering Caves yet. There are two places on the map where I'm debating to put it, but I'll let you know as soon as I find out.

@ olog hai of the east Yes, actually I gave the peasants the rock throw ability a long time ago. I just have to get the animation for the rock thow attack now.

@ jimiojoe I thought about the whole Aragorn dwarf toss move, but I decided that it just wouldn't fit well in terms of gameplay. The secret entrance, however, helps revive that scene in the movie.

@ Lauri Thanks for the offer, but I really want to learn how to model. I'm thinking of changing more of the hero's costumes around, and I'll probably add new units too. I figure that the best way to learn is by trying. If I really get stuck on it, I'll ask for some help then. :xcahik_:

Thanks for all the responses. If anyone has any ideas about things that can be added in the map, please let me know. I'm always open to hear your comments about the mod.

signature_group1.gif

 

16821.png


#39 zimoo

zimoo

    Ecthelion of the Fountain

  • Project Team
  • 2,009 posts
  • Location:Devon, England
  • Projects:Lurking until the off topic begins...
  •  Guardian of the Books

Posted 06 March 2007 - 09:33 AM

For the evil version, maybe you could make Theoden/Rohirrim charge out with glorious charge when you reach a certain point in the fortress. I was expecting that in the campaign, then just saw Theoden riding alone into my pikes/xbows/Lurtz.
Posted Image
Posted Image
Posted Image
Posted Image
Posted Image
Posted Image

Playing games? Ah, you'll never be a good modder if you get involved in actually playing them!


#40 Rob38

Rob38

    Believer of Hope

  • Hosted
  • 3,567 posts
  • Location:USA
  • Projects:Helm's Deep Last Hope
  •  One who is not afraid of new challenges

Posted 08 March 2007 - 04:52 AM

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 :rolleyes:

Edited by Rob38, 08 March 2007 - 04:56 AM.

signature_group1.gif

 

16821.png





0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users