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#81 Guess Who

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Posted 17 November 2007 - 01:26 AM

Is this Fan banner alright?, i used SG-1.
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#82 Lord of the Rings Junkie

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Posted 17 November 2007 - 01:55 AM

It looks a bit squished, and perhaps it could say 'Gate Mod' instead of the SG-1 symbol. That way it differentiates the mod from the show itself. :p Could you make it a bit skinnier too? Most people here on Revora have sigs with multiple banners, and I'm not a big fan of signatures that take up half the page. :) No bigger than half the height it is, please. I really appreciate that you're willing to help with this, it gives me hope that others will be interested when I need more of a team. :blink:

Thanks for the kind words Naz, I'm nothing if not persistent. ;) I hope you don't mind, but I'm probably going to be asking you and Sul a lot about the way you balanced things and did the AI. Those are two things I'm going to strive to match S.E.E. with.

Edited by Lord of the Rings Junkie, 17 November 2007 - 02:06 AM.

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#83 Lord of the Rings Junkie

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Posted 20 November 2007 - 10:35 PM

Update: New power for the Goa'uld power tree.

15 PP - “Servants of Ra” (Summons a group of Ra's jackal guards to the battlefield.)

These guys are going to rock! :p They will have a good melee attack because of the sharp claw covers they wear on their fingers, just like in the movie.

Edited by Lord of the Rings Junkie, 20 November 2007 - 11:07 PM.

"Et Earello Endorenna utulien.
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#84 Lord of the Rings Junkie

Lord of the Rings Junkie

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Posted 22 November 2007 - 03:05 PM

Is anyone here good in Java script and CSS that might be willing to help code a website? I have some ideas, but it will take me a while to learn Java script and CSS if I want to do it myself.
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#85 Dain Ironfoot

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Posted 22 November 2007 - 04:19 PM

I'd seriously get a lot more mod work done before creating a website.

Dain: Arr Nertea: yarrrr Dain: haharrrr Nertea: graaawwwr Dain: oaaaaaaaarr Nertea: .... honk?


#86 Lord of the Rings Junkie

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Posted 22 November 2007 - 04:28 PM

Yeah, guess you're right, I got a bit ahead of myself there... Back to making buildings for now. I'll work on finishing the Goa'uld fortress and making it functional in-game.

I've been thinking about how to arrange the build plots for the Goa'uld, and here are some of my ideas. So far I'm leaning towards the one with three on each side and none on the corners.

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Edited by Lord of the Rings Junkie, 22 November 2007 - 06:08 PM.

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#87 Taralom

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Posted 23 November 2007 - 12:06 PM

i think three at each side is okay,
but you've got to think of it that it won't get overpowered.
a Mordor Fortress has 7 buildplots. You are giving you're fortress 9.

though defences...

what about siege warfare? what will the siege weapons be?
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#88 Lord of the Rings Junkie

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Posted 23 November 2007 - 03:24 PM

Goa'uld siege will be death gliders, al'kesh, and staff cannons.

About the build plots. Maybe I'll just give them 6 and do the 2 on each side arrangement. Although I believe an Elven fortress has 9 build plots.
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#89 Taralom

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Posted 23 November 2007 - 03:49 PM

well i haven't played BFME2 for a while but i believe they had 7.
*thinks of his usual defence set up*

yeah 7,

4 towers,
2 ents,
1 horse thingie

that makes 7 in total
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#90 Lord of the Rings Junkie

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Posted 24 November 2007 - 06:08 AM

I'm having some trouble with tiling and I need to add some stuff to the skin, but here are some preliminary screenshots of the fortress model in-game as a statue.

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#91 Guess Who

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Posted 24 November 2007 - 06:52 AM

Wow :p , finally starting to like stargate :p , how about some units or heroes?(will be better to look at ;) , jokes).
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#92 Taralom

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Posted 24 November 2007 - 08:19 AM

will the door of the new fortress slide up, sideways, down or will it open as the other fortresses do?
too bad i can't skin. I'd help you out if i could
If the above post offended you in any way,
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#93 Lord of the Rings Junkie

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Posted 24 November 2007 - 03:51 PM

The fortress door will slide down.

@Guess Who: I'm focusing on the buildings right now, and any units I do will most likely be the mechanical ones like air units or probe vehicles. Actual characters and other units will have to wait until I actually have a team with a good organic modeler and skinner. :) So, no time soon I'm afraid.
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#94 Dain Ironfoot

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Posted 24 November 2007 - 05:50 PM

*cough*shadows*cough

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#95 Lord of the Rings Junkie

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Posted 24 November 2007 - 07:32 PM

Yes, I noticed the shadows, or more accurately the lack thereof. This was just a quickie test to see what the model looked like in-game though, so I don't need to fix that just yet. Looking at the other fortresses, it looks like I might need to make the door a separate model. I need to do some research on buildings in the game (For instance, do buildings have a separate skeleton file that has the bones that control the build up animation?)
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#96 Fingulfin

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Posted 24 November 2007 - 07:34 PM

I wonder how you would enter the Geometry for a pyramid :)

Anyway, I got a PM from you a while back concerning this mod... I forgot about most of my gate logic. It was some super crazy scripting technique that I planned, but never actually tested. Although. . .

Actually, this mod looks quite promising. I wouldn't mind joining in as a part time coder/mapper. If you want my help, just say so ;)
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#97 Lord of the Rings Junkie

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Posted 25 November 2007 - 12:58 AM

That's very generous of you, I would love to have you as a coder/mapper. :) There should be a lot of room for creativity in the mapping department since relatively few locations have actually had enough screen time to make a decent map out of them. In other words, go crazy! There are only a few maps I have in mind that I may be a bit picky about.

[Edit] Update! I'm working on replacing all in game cursors with custom-made sci-fi cursors!

Regular pointer: Posted Image

Select (Animated): Posted Image

Set Rally Point (Animated) Posted Image

Attack (Animated): Posted Image

Move (Animated): Posted Image

Attack-move (Animated): Posted Image

Scroll Arrows: Posted ImagePosted ImagePosted ImagePosted ImagePosted ImagePosted ImagePosted ImagePosted Image

The select cursor rotates at a very pleasing and dare I say a bit mesmerizing rate. The cross-hairs on the move cursor light up bright green. The cross-hairs on the attack-move cursor light up yellow (This cursor actually came with BFME 2, I just modified the colors to make the move cursor.)

Everything you see there actually works in-game. I would take some video, but video capture programs don't seem to record animated cursors correctly.

Edited by Lord of the Rings Junkie, 28 November 2007 - 04:51 AM.

"Et Earello Endorenna utulien.
Sinome maruvan ar Hildinyar
tenn' Ambar-metta!"
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Don't come between The Lord of the Rings and its junkie!

#98 Guess Who

Guess Who

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Posted 25 November 2007 - 10:39 AM

Wow, why not just take a screenie of them to show ingame.
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#99 Allathar

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Posted 25 November 2007 - 02:15 PM

The cursor disappears when screenies are taken.

EDIT: wait, that happens when you use the in-game method. Prt Scr should work fine.

Edited by Allathar, 25 November 2007 - 02:15 PM.

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#100 lycan

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Posted 25 November 2007 - 03:15 PM

cursors disappear ingame as well only on menus it will appear




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