Screen Shots for Beta 4.7
#221
Posted 22 October 2008 - 04:39 PM
#222
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
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.
#223
Posted 06 January 2009 - 10:58 PM
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...
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 I'm so proud to have them in SEE and I think even Peter Jackson would like them
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...
Feast your eyes upon this... that makes the regular vanilla game uruk-hai look like a joke, lol
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#225
Posted 06 January 2009 - 11:52 PM
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#226
Posted 07 January 2009 - 01:12 AM
Careful. This link is DANGEROUS. Do NOT click it. This one, however, is fine.
I had the meaning of life in my signature, but it exceeded the character limit.
#228
Posted 07 January 2009 - 02:12 PM
Is it possible to do that with some more units??
#229
Posted 07 January 2009 - 02:15 PM
#230
Posted 07 January 2009 - 03:25 PM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#231
Posted 07 January 2009 - 04:25 PM
#232
Posted 07 January 2009 - 04:30 PM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#234
Posted 07 January 2009 - 04:34 PM
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
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#235
Posted 07 January 2009 - 04:46 PM
I'm guessing the helmet is maybe even up in 1K or above itself, which says something... So I would recommend using MW's default one, and atleast see what's the size of that Remember, the skin is the thing that makes something pretty.. to many polies creates hell for us without much AA..
The 4th Age version 0.8 has been released: Link
#236
Posted 07 January 2009 - 05:55 PM
#237
Posted 07 January 2009 - 06:01 PM
#238
Posted 07 January 2009 - 06:13 PM
Anyways, it's still to big in poly size IMO... try to at least trim it down to 1K, if not less
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
The 4th Age version 0.8 has been released: Link
#239 Guest_xXSARS48Xx_*
Posted 07 January 2009 - 07:16 PM
'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
Posted 07 January 2009 - 08:27 PM
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
That would take care of the Uruks, all together
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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