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Minas Tirith - rescaled for S.E.E.


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#141 njm1983

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Posted 25 November 2007 - 11:23 PM

uh no. What I mean is this:
http://i220.photobuc...jm1983/glow.jpg

Both my map and the EA one do this when using the rj cam, when the map is saved as a different name it doesnt happen. for example:

map wip minas tirith - my map name doesnt have the glow.
map wor minas tirith - both EA and my map have that glow when using the original name.

I guess we could just work around it and plug in the different map name, for the campaign, wotr, and skirmish.

#142 Nazgûl

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Posted 26 November 2007 - 02:25 AM

Whoo... what the HECK is that? I never had that happen? :ohmy:

You had that all the time? In the retail game too?

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#143 njm1983

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Posted 26 November 2007 - 02:46 AM

yeah, wierd huh, I want to try something, could you send me the EA minas tirith in a pm I have it but its has a few edits to it, I want a virgin version, Im goinna import the rj scripts and see if its the editing of it thats causing it, no idea why it would but I figure its worth a shot.

#144 Nazgûl

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Posted 26 November 2007 - 02:53 AM

You want mine, or the pure vanilla one from EA?

// 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! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#145 Rob38

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Posted 26 November 2007 - 03:28 AM

It's the hardware fog in the map.ini file that is causing it :ohmy: Here's what it looks like in the MT file:

Weather

  HardwareFogColor = R:246 G:240 B:212

  HardwareFogEnable = Yes

  HardwareFogStart = 725

  HardwareFogEnd = 2000

End
Just simply remove it from the map.ini and it won't be there :ohmy:

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#146 robnkarla

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Posted 26 November 2007 - 04:05 AM

Ah, you beat me to it, Rob.

Yeah, make sure you add the map.ini to the mod and remove the hardware fog.

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#147 njm1983

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Posted 26 November 2007 - 07:39 AM

oh now we know sweet, so i guess we can change that.

Edited by njm1983, 26 November 2007 - 07:49 AM.


#148 Sûlherokhh

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Posted 26 November 2007 - 10:44 AM

Easily done. Just comment-out the section 'weatherdata'.

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#149 Nazgûl

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Posted 26 November 2007 - 10:54 AM

:ohmy: Aah, THAT... I should have known that. :ohmy: I was just so caught off guard with that report NOW (so late into production) that I ruled that possibility out. Espescially since you said you didn't have it if yo renamed the map, but now I get why, cause there's no map.ini for that renamed map :)

I always uncomment that darn "fog" on routine, so it slippped my mind. Sorry, I should have known it was that ;)
That "effect" has to be turned off for all RJ Cam maps, otherwise it looks really weird =)
HERE is another example from the SKYLINE thread...

Edited by Nazgûl, 26 November 2007 - 10:58 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! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#150 LordEcthelion

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Posted 30 November 2007 - 02:17 AM

I already love this map :)

Awesome job!

Be careful about the balancing, though... archers that high up could get some quite unfair attack bonuses ^^



Ummmmm, wouldn't they actually have insane archer bonuses?? They are practically shooting off of a mountain!

Also I just wanted to go on the record for sayig that this map is ABSOLUTELY FANTASTICALLY AMAZING!!! :good:

Edited by LordEcthelion, 30 November 2007 - 02:27 AM.

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#151 Lord of the Rings Junkie

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Posted 30 November 2007 - 07:54 AM

They are practically shooting off of a mountain!

Like I said before, although they may get fantastic range, realistically their accuracy would probably go down a similar amount.
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#152 njm1983

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Posted 01 December 2007 - 02:55 AM

well all thats left to do is the pelennor and that is proving much more difficult than I thought. with all the different variations required to make the field look "real" it is taking some time. and on top of that I havent been able to work on it this week, fortunately saturday iam FREE, muhahahahah! :)

#153 Nazgûl

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Posted 01 December 2007 - 04:04 AM

Awesome... :lol:

*feel like re-posting one of your lovely screens*
Just making sure noone misses the new fantastic look of MT in SEE :p
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// 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! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#154 njm1983

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Posted 01 December 2007 - 05:59 AM

ok lets remind them what the other side looks like too!! :p

Posted Image

in this shot the tombs of the kings behind the city is complete and all the unecessary objects removed from the city.

Edited by njm1983, 01 December 2007 - 06:04 AM.


#155 m@tt

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Posted 01 December 2007 - 05:30 PM

Doesn't WBII have a copy texture feature? If you could copy a large section of the textures from the original MT map then that would save a lot of time.
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#156 njm1983

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Posted 01 December 2007 - 05:43 PM

yeah it does, Im not sure if I can use it with one map and then open another and paste the selected area. Ill give it a shot though, :p thanks for the tip.

#157 Rob38

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Posted 01 December 2007 - 09:38 PM

yeah it does, Im not sure if I can use it with one map and then open another and paste the selected area. Ill give it a shot though, :p thanks for the tip.


Sadly, you can't transfer the texture copy tool from one map to another :crazed: It's funny... you can transfer objects, scripts, and settings from one map to another but you can't for textures and terrain.

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#158 njm1983

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Posted 02 December 2007 - 01:09 AM

so ive spent roughly 4 hours on and off working the fields of the pelennor, and im a 1/4 of the way done. :p while testing to see if I liked my results in-game, i snapped another shot of the city from the front as far away as possible. ENJOY

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Edited by njm1983, 02 December 2007 - 01:10 AM.


#159 Thorongil45

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Posted 02 December 2007 - 01:31 AM

absolutely love your work on minas tirith, njm1983! :xcahik_: :p :crazed: :xcahik_:
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#160 Nazgûl

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Posted 02 December 2007 - 03:34 AM

I can't tell you how happy I am to not have to see that old completely square "mountain" behind the city... :crazed:

Now, if I could model I would create a skybow with a special section for the "real" mountain, and sorta "fake it" in there, but this map is gonna rock regardless :p

// 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! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------





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