Rise of the Witch-king exp for SEE?
#121
Posted 25 July 2008 - 10:44 PM
I guess just strip off everything you can find....especially buildings, for MotE.
#122
Posted 26 July 2008 - 02:01 AM
Besides, I don't think SEE needs that much more... We have all things covered already for "EvilMen" (they won't be called MotE, but rather Rhûn). What I will use is only a few textures, some audio and a very small number of models, like 3-4 in total. I've checked the RotWK models tonight and there's not really that many useable, and anims in general are way better in BFME2... So we will only use a very small amount of things to spice it up a notch
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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#124
Posted 05 August 2008 - 10:00 AM
If you're thinking of posting something regarding the option to use/not use RotWK material and wether that's legitimate or not - read this thread all over again please
SEE: Rhûn Forge Works (Armory)
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#125
Posted 05 August 2008 - 10:25 PM
I'd assume you will take those spikes off?
//Gfire
#126
Posted 06 August 2008 - 01:20 AM
But editing a fully funtional model like that is not only hard but also rather unnescessary work I believe... considering how much there's still left to do on other more pressing matters.
The Spikes can be hidden via LUA coding though... I think. We'll probably try that =)
One more to go - the Wolf Den, for use with Moria faction. And with that, I've used "all" (2) structures I need for SEE. Much better than spending months on converting to RotWK for only that, and a rather humble batch of lended items, I'd say
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#127
Posted 06 August 2008 - 04:45 PM
#128
Posted 06 August 2008 - 05:10 PM
Flameguard HATES that troll model ^, so if he wants to try something, I won't stop him, even though there's like 100 more pressing things to do, hehe
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#129
Posted 07 August 2008 - 12:27 AM
I can see what you mean by that model....perhaps replace with the half-troll model? Mauraders have the same skeleton, i believe.
unless it's bound to the building, which in that case i have no idea what i'm saying.
#130
Posted 07 August 2008 - 11:39 AM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#131
Posted 07 August 2008 - 07:19 PM
#132
Posted 09 August 2008 - 09:53 PM
//Gfire
#133
Posted 10 August 2008 - 12:41 AM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#134
Posted 10 August 2008 - 01:46 AM
So i guess you could go with the cave troll texture and darken it up a bit.
In my opinion, that is. =D
Edited by Garrison Nomad, 10 August 2008 - 01:48 AM.
#135
Posted 14 August 2008 - 05:17 AM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#137
Posted 14 August 2008 - 10:43 AM
Here they are in a warmer light...
They'll do until I find a modeler that wants to switch the rider model
I scrapped the Wolf Den though, since the Warg Pit we have now is complete with everything (build ups, damage states, collapse anims, snow skin...) and rather fitting in this faction. I'll use the AngmarMill instead, for Harad, and that completes the lended structures to a modest number of 2. Not that bad Only one hero (Hwaldar) and one spell (Avalanche) left, and we're done with the WK items
Edited by Nazgûl, 14 August 2008 - 02:35 PM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#138
Posted 15 August 2008 - 06:43 PM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#139 Guest_Ryan_01_*
Posted 08 September 2008 - 05:50 PM
was just reading this discussion and wondering if you'll be doing anything with the "war of the ring" feature and upgrading it to be anything like RotWK?
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