Screen Shots for Beta 4.5
#21
Posted 03 July 2007 - 06:47 AM
#23
Posted 03 July 2007 - 10:25 AM
All the old base floors can still be used in a very simple manner. You can just add them to any existing object. This way we can make the ground around the fortress look a bit more civilized (or ravaged or whatever).
Elves would still need something more green, but we could use the elvenwoods for that. dwarves and men could divide the Gondor CastleFloor and GondorCampfloor amongst them. Or one might use the RohanFloor, for a more rustic appearance.
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."
#25
Posted 03 July 2007 - 11:42 AM
Edited by Nazgûl, 03 July 2007 - 02:23 PM.
The 4th Age version 0.8 has been released: Link
#27
Posted 03 July 2007 - 02:15 PM
^to both things
Why can't it be added into 4.5? It would be a rather nice addition. Is it that you just don't want to? To hard (I bet not)?
It would be cool to have it expand...Maybe it would ignore hills?
#28
Posted 03 July 2007 - 02:28 PM
1) Is it possible to control the angle of this ground piece? (So the "road" goes to the entrance of the fortress)
2) How many different textres are there? Perhaps I could reskin/make new ones for each faction/side. And I could also remove the bright spot for the BFME1 build slots =)
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#30
Posted 03 July 2007 - 03:57 PM
I like it... I have a couple of questions though
1) Is it possible to control the angle of this ground piece? (So the "road" goes to the entrance of the fortress)
2) How many different textres are there? Perhaps I could reskin/make new ones for each faction/side. And I could also remove the bright spot for the BFME1 build slots =)
I should be able to align it, either with in-object settings or by addiding a slave object with the model.
There are at least 6 differently textured/sized models, maybe 8. Two for each of the four old factions, one castle sized, one camp sized.
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."
#32
Posted 03 July 2007 - 04:42 PM
If you actually wanted to use the bright spots to help make the fortress look better, could you remove the amount of land resource buildings have to have to produce? Or at least make it so that they don't have that rewuirement when building on those little spots, but make it required when building wherever else? comprende?
#33
Posted 03 July 2007 - 04:55 PM
- I don't wanna use the bright spots. I wanna reskin all textures into my own =)
- I have already made the land area a LOOOT smaller than BFME2, I don't think it should be even smaller than that?
- The "floor" thing is just for looks really
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#34
Posted 03 July 2007 - 04:56 PM
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."
#35
Posted 03 July 2007 - 05:16 PM
#36
Posted 03 July 2007 - 10:17 PM
^Signature by Serated
Life sucks, then you die
#38
Posted 04 July 2007 - 10:03 AM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#39
Posted 04 July 2007 - 10:08 AM
#40
Posted 04 July 2007 - 10:12 AM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
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