Helm's Deep Last Hope Map Mod
#101
Posted 01 April 2007 - 09:54 AM
#102
Posted 01 April 2007 - 07:01 PM
I think the logo in the upper right hand corner is called logowithshadow.tga
That is the file I did edit, but like I said, it leaves a black shadow of the old text. Do I need to do something when making a new file or saving that file?
Edited by Rob38, 01 April 2007 - 07:03 PM.
#103
Posted 01 April 2007 - 07:14 PM
Edited by IthronAiwendil, 01 April 2007 - 07:15 PM.
#104
Posted 02 April 2007 - 04:06 AM
#105
Posted 02 April 2007 - 08:59 AM
-noshellmap add it before the -mod Rob83_awesome_helmsdeepmodmap.big, so it looks something like this:
"E:\Games\The Battle for Middle-earth II\lotrbfme2.exe" -noshellmap -mod Rob83_awesome_helmsdeepmodmap.big
The 4th Age version 0.8 has been released: Link
#107
Posted 03 April 2007 - 07:50 PM
But still great work again!
#109
Posted 04 April 2007 - 02:41 AM
I haven't been watching this forum recently and I'm sorry I haven't there is a lot of cool stuff here (and more questions )
BTW, why don't you post what you need done in this thread so we can decide whether we have skill enough to do it instead of deciding before we see what needs to be done...
Is the AI going to use the bombardiers when you are Isengard?
"There is some good in this world, and its worth fighting for!"
J.M.J.
#110
Posted 04 April 2007 - 04:54 AM
Do you mean by that they can then purchase heavy armor and forged blades? Right now, I don't want to give them those upgrades because it may make the game a little unbalanced. But, of course, that's always subject to change.I think the Elven Bombardiers should be identical to the Galadhrim (except for bow/sword toggle) once they switch to swords...
I was wondering when someone was going to ask that. Well, since it is such an unique unit, I'm not sure how well the AI will be able to use it. Can the AI use bombard arrow attacks? I don't think I have ever seen them use it.Is the AI going to use the bombardiers when you are Isengard?
1. Large seige ladders - In the movie, Isengard uses several large ladders to scale the walls of the Hornburg. They do this by shooting hooks with a ballista and then slowly raising the ladder with rope to the walls of the Hornburg. Now, of course, this would just be insanely hard to model and animate. So instead, I'm thinking that we just take the existing ladder model and make the ladder longer so it can reach the Hornburg walls. Also, since the ladder is going to be longer and heavier, I'm thinking that we should replace the regular uruks who hold the ladder with some small armored trolls. That would make it a lot more realistic and still maintain the idea of having a larger siege ladder.BTW, why don't you post what you need done in this thread so we can decide whether we have skill enough to do it instead of deciding before we see what needs to be done...
2. uruk shieldman - In the movies, when the uruk-hai are trying to walk over the causeway, they use uruks with large shields. I would like to use that unit for my map. I could of swore however, that I saw of mod that created those units. I can't remember the name of it though, so I'll have to search around to see if I can find it. It would be great if I could use their model (with permission of course) for my map. So hold off on this model if you plan on making it until I find out more about it.
3. updated Helm's Deep Arcade - For the Hem's Deep Arcade, I want an openable gate so that units can go through it. My Helm's Deep map has an indoor and outdoor part, so I need a gate in the Arcade so they can access both areas. I'll post pictures on this one later so you'll understand it better.
4. faded death animation for peasants - I'm not sure if you create this through modeling or if I can simply code this in. What I need is for the Rohan peasants(all 3 models) to have the faded death animation. I need this because there is a summoned ability that uses them and they have a time limit.
5. updated rohan armory - There are two different rohan armory models models (one for high and one for low). The problem is the high resolution one doesn't have any of the subobject parts (such as V1A) that the low one has. So, what I want is for the high resolution model to have the subobjects so that the model changes when upgraded in-game.
6. Helm's Deep throne - Working on details for it. Will post more info later.
7. Updated Haradrim Lancer - I will be using the lancers as my rohan spearmen/spearthrowers for my mod. For the model, the spear needs to be edited so it is more of a traditional spear instead of their kind of evil spear. Also, I need the blue subobject glow added to the end of the spear for their forrged blade upgrade.
#111
Posted 04 April 2007 - 11:38 PM
the file is called logowithshadow.tgaDoes anybody know how to change the text that appears in the upper right hand corner?
oh, so you already found the logo anyway, you have to edit the alpha channel too (check out a tutorial i have in the user submitted section, which coincidentally uses just that logo)Does anybody know how to disable the scene of the boats on the main menu? I've looked in video ini but I didn't see anything about that. You see, my new title screen only works on low resolution, but not on the higher one. Also, I'm having trouble changing the text in the upper right hand corner. I found the file (logowithshadow) but when I try to change it with my own, it leaves a black shadow of the old text.
the "video", as you call it, is actually a map. there's a setting somewhere in gamedata.ini, which determines what your CPU power must be to show the shellmap, and not a picture like you want. just set this option to some insanely hight setting that nobody will have for at least a hundred years
edit: woops, i forgot to read another page (page 3 for me)
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."
#112
Posted 05 April 2007 - 12:57 AM
...
2. uruk shieldman - In the movies, when the uruk-hai are trying to walk over the causeway, they use uruks with large shields. I would like to use that unit for my map. I could of swore however, that I saw of mod that created those units. I can't remember the name of it though, so I'll have to search around to see if I can find it. It would be great if I could use their model (with permission of course) for my map. So hold off on this model if you plan on making it until I find out more about it.
...
I've seen it too. The horde's size had also been increased and there where uruk scouts with leather armor. Can't remember exactly which mod it was, but it was definitely for BfME1.
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."
#113
Posted 05 April 2007 - 04:02 PM
Those were once popular bfme 1 mods.
#114
Posted 05 April 2007 - 04:20 PM
#115
Posted 05 April 2007 - 07:38 PM
Actually, I found out that the maximum size you can make a map is 600x600. So, I decided to just have Helm's Deep in the map and not try to squeeze the fortress Isengard in it also. Currently, my map is 460X460, and it should not be increasing much anymore.This map sounds like it is going to be huge. Will it not have a lot of lag?
I'll search around the BFME1 mods more and see if I can find the uruk shieldman model. I know that I saw it on this site so I'll just keep looking around here.
#117
Posted 06 April 2007 - 11:41 AM
#118
Posted 06 April 2007 - 12:12 PM
faded death animation for peasants
i would suggest using their idle anims for faded death. it is the same way that EA use on rohirrim and elves
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