Jump to content


Photo

Screen Shots


  • This topic is locked This topic is locked
542 replies to this topic

#101 Bulletman

Bulletman
  • Members
  • 10 posts

Posted 04 April 2007 - 04:05 PM

yeh wel thay arent called giants for nothing but are thay as big as a tree

i think thay arent as big as tree's but neighter verry smaller tough

Edited by Bulletman, 04 April 2007 - 04:06 PM.


#102 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 04 April 2007 - 05:02 PM

So Zimoo, that would be bigger then these ents then?

Edited by Nazgûl, 04 April 2007 - 05:39 PM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#103 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 04 April 2007 - 06:55 PM

I'll make the Giants bigger if Zimoo could state about how they should relate to the Ents in size. Doble their size now would make them about the same size as the ents, and I wonder if that is not a bit too much? But if I have nothing from the movies to follow/go by, I'll go by the books, and noone knows them better than mr Zimoo :thumbsupsmiley:

In the mean time.. here's the adjusted forehead of Gandalf. You were right MS, he did have a bit too much of it (I compared to photos again). So here's the final version, AND the new Saruman skin (face) which turned out great from the photo I used :crazed:

Posted ImagePosted Image

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#104 Phil

Phil

    Force Majeure

  • Network Leaders
  • 7,976 posts
  • Location:Switzerland
  • Projects:Revora, C&C:Online
  •  Thought Police
  • Division:Revora
  • Job:Network Leader
  • Donated
  • Association

Posted 04 April 2007 - 09:18 PM

Just checked this thread once again... sweet stuff you got there. This is exactly what modding is supposed to be :thumbsupsmiley:

revorapresident.jpg
My Political Compass

Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.


#105 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 04 April 2007 - 09:52 PM

Thank you so much DL! :D

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#106 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 06 April 2007 - 10:26 PM

Rust is added to the metal that Wild faction uses...
Posted Image

And here's the new sizes for Mountain Giants (+20%) and Cave Trolls (+10%) compared to Goblins and the unaltered Shelob :p
Posted Image
This makes the Giants the second biggest living ground unit in game, after the Ents. I beleive that's "realistic" :D

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#107 Devon

Devon

    Dark Nerd of the Sith

  • Global Moderators
  • 5,886 posts
  • Location:Colbert Nation
  • Projects:RJ RotWK, Twilight of the Republic, HDLH
  •  T3A Chamber Member
  • Division:Community
  • Job:Global Moderator
  • Donated

Posted 07 April 2007 - 12:35 AM

id make them as big as ents personally, but great job. sarumans face looks beautiful now, and i love the new ents.

yodasig2.png
My political compass
There's a story that the grass is so green...what did I see? Where have I been?


#108 watsupcuz

watsupcuz
  • Members
  • 107 posts

Posted 07 April 2007 - 06:08 AM

after i changed the size of the giants i had a little problem with the rock throw as such, when the rock is thrown the rock then changed size, it looked a little funky, have u had any problems with this. i also had a problem with the shadows, only the rock would cast a shadow which seemed weird.
Posted Image

#109 Sûlherokhh

Sûlherokhh

    Sagacious Engineer

  • Project Team
  • 3,754 posts
  • Location:Central Germany
  • Projects:S.E.E., Sage A.I., Code Advisor
  •  'Axe'er of the Gordic Knot

Posted 07 April 2007 - 07:27 AM

Seem to be two rocks, one hidden subobject revealed when picked up and the flying rock. The last one needs to be increased in size as well. :p

bannerreal01mittelit3.jpg
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."


#110 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 07 April 2007 - 09:26 AM

Scale down the troll please :p
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!


#111 Juissi

Juissi

    AWESOM-O

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

Posted 07 April 2007 - 10:23 AM

^^Same request :p
And the half-trolls look much better now :D And imo Giants are now about perfectly sized :D

#112 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 07 April 2007 - 01:43 PM

Scale down the troll please :D


You really think so? Hmm... are they really that much smaller from the Mountain Trolls and Attack Trolls then? Cause I thought the Cave Troll looked a bit small? *searching for screen shots* Oh, here's one... :p
Posted Image

And the stones... never had any problems with that one or the stones that Ents unse. They both seem to follow their "master" object - the Giant or the Ent.

About the shadows... yes, but that is a "bug" in EA's codes. You see, when using maximum shadow "quality", the game reverts from pixel based shadows to vector based scaleable shadows, which in theory is MUCH better looking. But since they somehow left all units out (heroes and units) from casting these, this makes for some weird scenarois like that one, when the stone casts a shadow, but not the Giant. By "settling" for shadows on "High" and not maximum, you get the best version of the normal pixel based shadows and those are cast by everything, like in my screen above. The only "problem" is that when zooming in REALLY close you can really see the big pixels on those, but it's still a helluva lot better than the faulty vector ones. Those have another problem too... they glitch terribly sometimes. Like when eagles (monsters cast them) cast shadows on fortresses or when Mumaks turn, and even on many structures and their "inhabitants" like the dwarven archery range and lots of stuff like that. Blame EA... ;)
---

EDIT: I take it back - about the stones! You were right, they ARE a bit smaller. Hard to notice though, but indeed you were right. I just can't find the object code for them so I can scale them? :D

EDIT2: There we go... found them! So now all three needed Rocks are adjusted with the same percentage as their throwers... Ents, Giants and CaveTrolls (that are 5% now instead of 10) :p

Edited by Nazgûl, 08 April 2007 - 12:16 AM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#113 watsupcuz

watsupcuz
  • Members
  • 107 posts

Posted 08 April 2007 - 01:13 PM

may i ask where about are the codes for the rocks are? Also have u done any animation adding, i had a look through some of the animations and there are some cool one, havent seen the mumakil and legolas one :( srry
Posted Image

#114 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 08 April 2007 - 05:11 PM

They're in "Nature"... pretty logical, but it still took me some hours to figure that out *lol*

Look at animations? How do you do that? Perhaps you should join the SEE Team? ;)

Didn't ad any anims no, but new anims are always interesting! :shiftee:

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#115 watsupcuz

watsupcuz
  • Members
  • 107 posts

Posted 09 April 2007 - 02:55 AM

Oh thanks should of figured that out. the animations arent really new, but theyre are some that havent been used, such as some mountain giants ones, like an idle one where it crouches down and looks at the ground, there is also one where when it dies it falls forward. I also added the one of glorfindel where he does that cool sword swings on the collectors edition bonus disc... unless that was already in game i never noticed it.

Also to look at the animations u need to extract w3d.big and use the w3d viewer that ea gave us.

Edited by watsupcuz, 09 April 2007 - 02:56 AM.

Posted Image

#116 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 09 April 2007 - 03:16 AM

New updates to show... :shiftee:

First a small adjustment... I've always thought that the way units stand 20 feet from each other while combatting looked weird. Now they get in really close most of the times with adjusted melee distance. That can make for some cool scenarios like this one when Eomer drives his sword into the side of a FireDrake ;)
Posted Image

Then a BIG adjustment... and an OLD problem that has haunted me for MONTHS, and also one of the things that got me starting to mod - looking for an answer. Now I've done it finally - THE CAH TROLL IS NO LONGER A WHIMP!!! ;) He got knockback for this mod from start, but the DAMAGE was kind of hard coded since CaH is basically a mish mash of units sharing the same codes. Anyways, in the next edition of SEE the CaH Troll will be THE troll for smashing heads in. Like my own troll "Bonkh" here... lol
Posted Image

Next is adjusted ships again. For the third time I've gone through all ships, and this time it's meticiously (not sure about that spelling there, lol). I've cleaned up EA's sloppy codes, added new ones, adjusted armor and damage and costs, so I'll be damned if they're not more or less perfectly adjusted now :lol: What's most noticably is their adjusted sizes I guess, and their locomotors that makes them behave like SHIPS now, and not like rubber ducks in a bath tub... :lol:

Evil fleet
Posted Image

Good fleet
Posted Image

And some action...
Posted Image

And finally for today... high res (256) skins for Nazguls (yeah!). Here's a cool pic when 7 of them just slayed poor Glorfindel :blink:
Posted Image

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#117 watsupcuz

watsupcuz
  • Members
  • 107 posts

Posted 09 April 2007 - 03:22 AM

Very cool Nazzies look better now, SHips also seem more relistic now just hope they become more useful now. I will post i quick video of the mountain giant crouching soon.
Posted Image

#118 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 09 April 2007 - 03:30 AM

Oh cool... Start a new thread for that, and there you can post further videos as well later on if you ever grab any more ;) That would be a nice thread to feast our eyes upon and discuss adding of new animations (as long as they're only hidden and accessible) :shiftee:

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#119 watsupcuz

watsupcuz
  • Members
  • 107 posts

Posted 09 April 2007 - 04:19 AM

kk no problem ill have a look at some more later, another thing i noticed is that with the mountain giant is that there is a animation of him grabbing someone and then throwing it, i dont know how easy that would be to code but if u want it it would be pretty cool to see in game.
Posted Image

#120 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 09 April 2007 - 07:57 AM

Nice looking screen shots. I like all the new skins you're making for the units. How did you adjust the melee distance betwwen units? I may put that in my mod as long as it doesn't affect their attack range much. :shiftee:

signature_group1.gif

 

16821.png





0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users