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Screen Shots for Beta 4.7


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#221 Gfire

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Posted 22 October 2008 - 04:39 PM

That would be Mallock, the troll Aragorn fights in RotK at the Black Gate.
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#222 Skipper 24

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Posted 22 November 2008 - 03:25 PM

UPDATE:

FINALLY I had the time to ad Downfall's great contribution to SEE with a new hero for Moria (MUCH needed indeed!)
I've decided to call this fellow Bolg, as the son of Azog. I might add Azog too, since Moria really needs new heroes, as I'm about to remove the Fire Drakes and have them Creeps and Summons only ( I hate them on the battlefield even if the model is looking great). If I keep them, I will remove the Inferno power at least... it leaves really ugly burn marks all over :)

Anyway, here's Bolg, complete with new powers, one which is Unique and you're gonna LOVE it! Let's just say there's a reason his mouth is masked, hehe ;)

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Quick question I bet the power is stinky breath. I can't wait for the next update. also will Azog Goblin king's scorpion be used as a wild scorpion lair or something now? Perhaps an Evil men fortress expansion.

Edited by Skipper 24, 22 November 2008 - 08:54 PM.

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#223 Nazgûl

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Posted 06 January 2009 - 10:58 PM

After a LONG time of no updates... I'm back with more goodies :)

This time, I can FINALLY present a first look upon the new overhauled Fighting Uruk-hai in SEE. This has been a LOOONG and SLOOOW process which started with some really nice models, hand made by Master Windu like 1½ years ago. But, MW left the SEE Team before they were finished. They passed TDP and Flame, but they never got finished. As we all know, things happen and modding comes and goes... :unsure:

Anyways, my most recent Modeler to join, Ed of the 3rd Kind has quickly proven himself to be REALLY important for the quality of SEE's unit models. Just look upon the new Rhûn stuff and the fantastic collaboration of Lauri and Ed which resulted in the most stunning Easterlings I've seen in ANY Lord of the Rings game :p I'm so proud to have them in SEE and I think even Peter Jackson would like them :rolleyes:

Currently, Ed has picked up this old Uruk modeling mission... but, instead of working on MW's models, we decided to go with some really kick ass CaH details and mix with some skinning from prop photos and the regular uruk bones, we are well on our way to see TRULY movie replicas...
:xcahik_:

Feast your eyes upon this... that makes the regular vanilla game uruk-hai look like a joke, lol

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#224 av8r

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Posted 06 January 2009 - 11:02 PM

Nice work!
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#225 Sûlherokhh

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Posted 06 January 2009 - 11:52 PM

How could i have overlooked those screenies! Fantastic!!! I am sooo in love with the Uruk-hai! :D

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#226 {IRS}Athos

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Posted 07 January 2009 - 01:12 AM

:rolleyes: Holy... *realizes that he doesn't want to swear* ... *still can't find a word* ... *oh whatever :D* ... :wink_new:
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#227 Arthadan

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Posted 07 January 2009 - 08:07 AM

That's what I call a good begining for the new year! Maybe shield should be a bit bigger? Otherwise is PERFECT!!
:D

Happy New Year to everybody, by the way!
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#228 karlo

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Posted 07 January 2009 - 02:12 PM

Woooooooow!!!
Is it possible to do that with some more units??

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#229 karlo

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Posted 07 January 2009 - 02:15 PM

And can we see one pic of uruks from ingame?

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#230 Nazgûl

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Posted 07 January 2009 - 03:25 PM

We'll improve the Uruk Swordsmen, Pikemen and Crossbowmen, as soon as we find good referencepics of the Crossbowmen. In game shots will come when they are in game...

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#231 hrrypttrbst

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Posted 07 January 2009 - 04:25 PM

May I faint? :D
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#232 Nazgûl

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Posted 07 January 2009 - 04:30 PM

Hehe just don't hurt yourself :D

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#233 Lauri

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Posted 07 January 2009 - 04:32 PM

how many polies?
2-3K? :D

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#234 Nazgûl

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Posted 07 January 2009 - 04:34 PM

I think around 3k :D
Dont worry though... this isnt the first time we've tried high poly models. Seems to work ok. In my experience it the number of units that cause lag, not the polys per se

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#235 Lauri

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Posted 07 January 2009 - 04:46 PM

well, if this will be the base for fighters, pikemen and hopefully crossbowmen (-helmet), and hopefully x2 the rest of the uruk-hai in the game, any Isengard player is sure to get sued.. :D

I'm guessing the helmet is maybe even up in 1K or above itself, which says something... :rolleyes: So I would recommend using MW's default one, and atleast see what's the size of that :crazed: Remember, the skin is the thing that makes something pretty.. to many polies creates hell for us without much AA.. :wink_new:

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#236 Ed Of The 3rd Kind

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Posted 07 January 2009 - 05:55 PM

You see that's the thing, this all came about due to my not being able to open MW's max file, my computer picked up somit out of the ordinary and wouldn't open it, then I looked at the original vanilla game models and puked, then I thought what with the shaders finally work on my computer why not convert the CAH into infantry units, of it's daunting, maybe they'll cause lag maybe not, maybe shaders will cause lag etc... at least this is a step up in the ladder of course the ladder may come crumbling down but that's another story. Here's to hoping guys...

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#237 Floris

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Posted 07 January 2009 - 06:01 PM

Holy cows! That's nice. But it looks familiar to the Uruk-Hai CAH...
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#238 Lauri

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Posted 07 January 2009 - 06:13 PM

Ah, I see that now... Haven't checked MW's for some time :p Besides, I also see that I mis-read Naz's post, and it wasn't MW's model.. :xd:

Anyways, it's still to big in poly size IMO... try to at least trim it down to 1K, if not less :p
Even if many may not notice a big difference, things add up, and it's better to have 100 uruks with 100K polies, than 300K ;)
Just a suggestion though

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#239 Guest_xXSARS48Xx_*

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Posted 07 January 2009 - 07:16 PM

Those models are brilliant!!!!

'I think around 3k
Dont worry though... this isnt the first time we've tried high poly models. Seems to work ok. In my experience it the number of units that cause lag, not the polys per se'

why would they cause lag??

#240 Nazgûl

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Posted 07 January 2009 - 08:27 PM

Let's not make this topic into a "All about lag" topic :p We can talk technical terms in a special topic for such matters. We know the riscs, but I have playtested SEE alot lately, and I get no lag from high poly models, bur rather from the amount of models at one time. I'd blame the engine, not the system. My system isn't even that kick ass anymore...

2Ghz, 2Gb RAM, GeForce 7900GTX 512 Mb...

I'll be putting all new uruks into SEE this weekend, as I'm off for 3 days from work. Then I'll test them in game, and as far as I know, lower settings will affect even CaH model parts... I think. Btw, the "Uruk-hai of Orthanc" in Beta 4.5+ is CaH based, and I can't notice any extra lag from them compared to other units =)

Back on topic. The following Uruks have been overhauled:
- Uruk-hai Swordsmen
- Uruk-hai Pikemen
- Uruk-hai Crossbowmen (new helmet by Ed)
- Uruk-hai Berzerkers

I will also make sure we add a fourth model to the Scouts, using a donation from DerAlte - a fantastic looking scout model, very true to the movies. It will complete the 3 existing ones from Kobra very nicely :xd:

That would take care of the Uruks, all together :p

// 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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