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[RotWk]Update 25/7/08.


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#101 Rob38

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Posted 27 January 2008 - 03:26 AM

I have the same problem with the "Upgrade_StructureLevel1"

Use "Upgrade_ArnorFaction" instead (your building is for Arnor, right?)

If it´s for the Men use "Upgrade_MenFaction"

It's not working because you probably didn't add the building to the experiencelevel.ini. The building gets Upgrade_StructureLevel1 through experience levels :p

Hmm... but the floor is a bit weird :-/

EDIT: I have make a arnor rider model. But he is shiny as hell (even brown horse is white). I have heard that it can be done via HEX-editing.


What's wrong with the floor? Is it not blending into the ground properly?

For the shiny problem, if you made the model in Renx or some other 3D program, make sure you have your RGB texture settings set to:

Ambient: 255 255 255
Diffuse: 255 255 255
Specular: 0 0 0
Emissive: 0 0 0

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#102 Athem

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Posted 27 January 2008 - 08:52 AM

Hmm... but the floor is a bit weird :-/

EDIT: I have make a arnor rider model. But he is shiny as hell (even brown horse is white). I have heard that it can be done via HEX-editing.


What's wrong with the floor? Is it not blending into the ground properly?

For the shiny problem, if you made the model in Renx or some other 3D program, make sure you have your RGB texture settings set to:

Ambient: 255 255 255
Diffuse: 255 255 255
Specular: 0 0 0
Emissive: 0 0 0



1, Floor : Is bad placed. By barrack is it to much in the left side. By arnor ranger hall is it to much in front.

2, Model: Its the model from EA. I have just give him a horse and bind to gucavalry_skl. Havent change anything like RGB.

Heres photo:
Posted Image

Edited by Athem, 27 January 2008 - 04:40 PM.

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#103 Rob38

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Posted 28 January 2008 - 04:39 AM

1, Floor : Is bad placed. By barrack is it to much in the left side. By arnor ranger hall is it to much in front.

2, Model: Its the model from EA. I have just give him a horse and bind to gucavalry_skl. Havent change anything like RGB.


1. Hmmm.. haven't really worked with floors for buildings much. My only other suggestion would be to add the floor model to the actual building model. You can set it to the correct spot.

2. Whenever you import a model, the textures usually get screwed up somewhat. Are you using Renx? If so, I suggest taking a look at the textures for the model.

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#104 Turin Turumbar

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Posted 28 January 2008 - 12:02 PM

I had this problem once, too.
I fixed that with giving the horse texture a new alpha channel :)

#105 Athem

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Posted 28 January 2008 - 01:22 PM

1. Hmmm.. haven't really worked with floors for buildings much. My only other suggestion would be to add the floor model to the actual building model. You can set it to the correct spot.

2. Whenever you import a model, the textures usually get screwed up somewhat. Are you using Renx? If so, I suggest taking a look at the textures for the model.


1, Yeah. I had that same idea.

2, RenX.


I had this problem once, too.
I fixed that with giving the horse texture a new alpha channel :)



New alpha channel? How do you mean that? A new texture with alpha channel? Because im using that EA's.


EDIT:

Destiny of Dunedain Mod:

Arnor's Spell Book:

Tier1 : Heal
Rayling Call
Palantir
Tier2 : Summon Hobbits
Lone Tower
(?)Numenor Outlaws (passive = +10% Damage and Defense for Dunedain)
Elven Wood
Tier3 : Help from Lindon (Summon Cirdan (lvl5 hero) and 3x Lindon Warriors(Fully upgraded) - will stay until death)
Cloud Brake
Sunflare
Tier4 : Aid from Gondor (Summon Eärnur (lvl 10 hero), 2x Gondor Swordsmen, 2x Gondor Archer, 2x Gondor Riders, 1x KoDA (1 minut))
Earthquake

Arnor's Heroes:
Elrond
Argeleb
Arveleg
Arvedui
Capitan Carthean
Glorfindel

Arnor's Buidings and Units:

1,Farm
2,Barrack(new model - done):
Arnor Swordsmen = BC,FB,HA, + Block Formation
Arnor Archer = BC,FA,HA
Arnor Pikemen (new model) = BC,FB,HA, + Pike Formation
Arnor Royal Guard (M.H.H, new model) = BC, + Thangail Formation, + Leadership
3,Ranger Hall(new model - done):
Dunedain Ranger (using faramir skelet) = BC,FB,FA, + Toggle Weapon, + High Lineage (anti-fear)
Dunedain Riders (new model) = BC,FB,Horse Shield, + High Lineage (anti-fear)
Dunedain Riders (new model) = BC,FA, + High Lineage (anti-fear)
4, Stables (new arnor-style model)
Arnor Riders (new model) = BC,FB,HA, Horse Shield
5, Elven Barrack
Rivendell Warriors (new skin) = BC,FB,SA,HA, + Toggle Weapon
Rivendell Pikemen (new model) = BC,FB,HA
Rivendell Riders = BC,FB,HA
6, Workshop (new arnor-style model)
Catapult = Fire Munition
7, Forge (new arnor-style model)
8, Battle Tower (new arnor-style model)
9, Wallhub (+ Walls = new arnor-style model)
10, Forettress

Edited by Athem, 29 January 2008 - 05:00 PM.

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#106 Athem

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Posted 29 January 2008 - 05:01 PM

Arnor's Elrond with new powers:

Elrond:
Posted Image

Elrond in "Heavy Armor" (after lvl 5):
Posted Image


Still I'm not able to fix that "shiny"bug... :thumbsupsmiley:
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#107 lycan

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Posted 30 January 2008 - 04:36 PM

Hmm... but the floor is a bit weird :-/

EDIT: I have make a arnor rider model. But he is shiny as hell (even brown horse is white). I have heard that it can be done via HEX-editing.


What's wrong with the floor? Is it not blending into the ground properly?

For the shiny problem, if you made the model in Renx or some other 3D program, make sure you have your RGB texture settings set to:

Ambient: 255 255 255
Diffuse: 255 255 255
Specular: 0 0 0
Emissive: 0 0 0



1, Floor : Is bad placed. By barrack is it to much in the left side. By arnor ranger hall is it to much in front.

2, Model: Its the model from EA. I have just give him a horse and bind to gucavalry_skl. Havent change anything like RGB.

Heres photo:
Posted Image


if you looked at my map.ini made arnor knights.

all you had to do is something like this (use gondor knights as a base)

Behavior = GrantUpgradeCreate ModuleTag_UpgradeCostume120
UpgradeToGrant = Upgrade_GandalfWhite
End
End
Behavior = SubObjectsUpgrade Armor_Subitupgrade
TriggeredBy = Upgrade_GandalfWhite
UpgradeTexture = GUManAtArms.tga 0 GUNumnrean.tga ;YaY now they are arnor cavalry the arnor soldier replaces the gondor soldier
UpgradeTexture = GUManAtArms_ha.tga 0 GUNumnrean.tga ;YaY now they are arnor cavalry the arnor soldier replaces the gondor soldier
UpgradeTexture = GUNumnrean.tga 0 GUNumnrean.tga ;YaY now they are arnor cavalry the arnor soldier replaces the gondor soldier
UpgradeTexture = GONDORSHIELDNAME 0 ARNORSHIELDNAME
ShowSubObjects = sshield
End
End

this will make it not like the error you had but as a arnor knight as u wanted :p

Posted Image

Edited by elvenfury, 30 January 2008 - 04:40 PM.


#108 Elrond99

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Posted 30 January 2008 - 04:39 PM

That´s ok for map.ini, because there´s no other way, but the helmet looks very weird, so I wouldn´t do that in a mod

#109 Athem

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Posted 30 January 2008 - 04:43 PM

Hmm... but the floor is a bit weird :-/

EDIT: I have make a arnor rider model. But he is shiny as hell (even brown horse is white). I have heard that it can be done via HEX-editing.


What's wrong with the floor? Is it not blending into the ground properly?

For the shiny problem, if you made the model in Renx or some other 3D program, make sure you have your RGB texture settings set to:

Ambient: 255 255 255
Diffuse: 255 255 255
Specular: 0 0 0
Emissive: 0 0 0



1, Floor : Is bad placed. By barrack is it to much in the left side. By arnor ranger hall is it to much in front.

2, Model: Its the model from EA. I have just give him a horse and bind to gucavalry_skl. Havent change anything like RGB.

Heres photo:
Posted Image


if you looked at my map.ini made arnor knights.

all you had to do is something like this (use gondor knights as a base)

Behavior = GrantUpgradeCreate ModuleTag_UpgradeCostume120
UpgradeToGrant = Upgrade_GandalfWhite
End
End
Behavior = SubObjectsUpgrade Armor_Subitupgrade
TriggeredBy = Upgrade_GandalfWhite
UpgradeTexture = GUManAtArms.tga 0 GUNumnrean.tga ;YaY now they are arnor cavalry the arnor soldier replaces the gondor soldier
UpgradeTexture = GUManAtArms_ha.tga 0 GUNumnrean.tga ;YaY now they are arnor cavalry the arnor soldier replaces the gondor soldier
UpgradeTexture = GUNumnrean.tga 0 GUNumnrean.tga ;YaY now they are arnor cavalry the arnor soldier replaces the gondor soldier
UpgradeTexture = GONDORSHIELDNAME 0 ARNORSHIELDNAME
ShowSubObjects = sshield
End
End

this will make it not like the error you had but as a arnor knight as u wanted :p

Posted Image



Hmm... not thanks. It doesn't look good.
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#110 lycan

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Posted 31 January 2008 - 05:51 PM

Arnor's Elrond with new powers:

Elrond:
Posted Image

Elrond in "Heavy Armor" (after lvl 5):
Posted Image


Still I'm not able to fix that "shiny"bug... :thumbsupsmiley:


You mean a new skin also wheres the new powers??!

#111 Athem

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Posted 31 January 2008 - 06:23 PM

New special leadership for rivendells elves at lvl 1 and flood at lvl 10.
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#112 lycan

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Posted 31 January 2008 - 07:35 PM

ah ok i am blind lol.

did u get the buildings to work properly sometimes its the maps cus i once brought a mumakil and they appeared 50ft in the air :(.

#113 Athem

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Posted 31 January 2008 - 08:28 PM

ah ok i am blind lol.

did u get the buildings to work properly sometimes its the maps cus i once brought a mumakil and they appeared 50ft in the air :(.



I did... but it was binding problem... nothing with coding.

Now i'm waiting for Elrond99. Hes binding some models for me.... cant do anything other. :p
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#114 Rob38

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Posted 01 February 2008 - 04:01 AM

Send me the model and I should be able to fix the shiny problem in a couple of minutes. :p

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#115 Athem

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Posted 01 February 2008 - 08:52 AM

Great thanks to Rob38
I'll give you credits.
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#116 Athem

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Posted 16 February 2008 - 03:06 PM

Hi. I got a problem. And I was not able to find answer.

I made model that consist from 2 Objects (HOUSE and DOOR). I want to combine those two Objects to only one Object.
Can me somebody tell how ? (If yes, please be more specific because I'm not very skilled)
Thanks

Athem
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#117 Rob38

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Posted 16 February 2008 - 09:26 PM

Select one of the objects and right-click on the mouse. You should see something that says "attach". Click the word and than click the object you want to attach together.

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#118 Athem

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Posted 17 February 2008 - 08:01 AM

Select one of the objects and right-click on the mouse. You should see something that says "attach". Click the word and than click the object you want to attach together.



Thank you Rob38. It has worked. You rescued me 2nd time. ;)

Edited by Athem, 18 February 2008 - 06:21 PM.

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#119 Athem

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Posted 18 February 2008 - 06:27 PM

1st:

I got a big problem with Stances (Aggresive, Battle, Defensive) by Imladris Warrior (done by EA, I added them only to game).
I can't change the stances with mouse only by using shortcuts. Why? (NOTE: I didn't change anything on ImladrisWarrior and ImladrisWarriorHorde so i can't post any code )

2nd:

A small update:

Elrond with Rivendell Pikemans and Rivendell Warriors
(Only BC-upgrade):
Posted Image
(Fully upgraded):
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Rivendell Pikemans: credit to Elrond99
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#120 Sûlherokhh

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Posted 18 February 2008 - 06:35 PM

Still, you might show us the codes of 'ImladrisWarrior and ImladrisWarriorHorde' nonetheless, including commandsets.

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