Custom Rhûn Fortress keep in S.E.E.
#21
Posted 13 September 2008 - 02:02 PM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#22
Posted 13 September 2008 - 02:35 PM
The Dark is patient...
The Dark is generous...
And it always wins...
But in the heart of its power lies weakness...
It takes but a single candle to hold it back...
Love is more then a candle...
Love can ignite the stars.
#23
Posted 03 October 2008 - 12:47 PM
After a LOT of headaches we finally have the Rhun fortress IN GAME... thanks to the help of Elrond99 for the WB setup!
As you can see, there's still some things missing...
1) Textures for stone foundation
2) Texture for the "Mûmakil Bell" (for summoning the wild Mûmakil horde), and the balcony floor
3) Adjusted Build Plots to fit outside the foundation
and perhaps most importantly, the actual MODELS for the epansions and upgrades:
- Faction flags
- Arrow Towers
- Scorpion "containers"
- Skeleton/torture cages
- Mûmak monument...
Our modeler freelance Digi_byte (that made this fortress) had a HD crash recently where all such things were lost. Hopefully he'll redo them shortly
Edited by Nazgûl, 03 October 2008 - 12:48 PM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#24
Posted 03 October 2008 - 02:53 PM
#26
Posted 03 October 2008 - 05:33 PM
#27
Posted 04 October 2008 - 03:06 AM
#28
Posted 04 October 2008 - 07:00 AM
#29
Posted 13 October 2008 - 05:18 PM
Yay!
After a LOT of headaches we finally have the Rhun fortress IN GAME... thanks to the help of Elrond99 for the WB setup!
As you can see, there's still some things missing...
1) Textures for stone foundation
2) Texture for the "Mûmakil Bell" (for summoning the wild Mûmakil horde), and the balcony floor
3) Adjusted Build Plots to fit outside the foundation
and perhaps most importantly, the actual MODELS for the epansions and upgrades:
- Faction flags
- Arrow Towers
- Scorpion "containers"
- Skeleton/torture cages
- Mûmak monument...
Our modeler freelance Digi_byte (that made this fortress) had a HD crash recently where all such things were lost. Hopefully he'll redo them shortly
Amazing model..... You still have this model right? He just lost the add-on models?
#30
Posted 16 October 2008 - 09:44 AM
I also had help from Radspkr, but I can't seem to get his version in order...
GOD I hate this part of adding a new faction. Don't be surprised if I give up and stall here, until I can BRIBE Sûl to come back and do this for us =(
Edited by Nazgûl, 16 October 2008 - 09:45 AM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#31
Posted 16 October 2008 - 04:10 PM
#33
Posted 16 October 2008 - 10:16 PM
With that Aside Naz I'll send you a PM regarding my Rhun fortress, its quite urgent so i hope you see this or your message soon.
RIP 2323
#34
Posted 18 October 2008 - 01:54 PM
I had TWO modders helping me do this:
ELROND99
and
RADSPAKR
SO THANK YOU guys - both - for trying to help me
However, I could not manage to code Rad's coding into SEE and get the fortress working. I could get the Elrond99 version in game as you can see. Regardless though, it still needs a lot of work. What is the problem? The problem is this:
- I'm no longer self employed only! I'm also a full time security guard working 12 hour shifts. This means I have a LOT less time to give to modding, and the very little time I have atm isn't really helping when it comes to coding a fortress, which I have NEVER done. I'm completely exhaused all the time, I have 0% experience from modding a new fortress in game with all things that it includes, and I have basically NO time to try to learn it. This road bump has caused me to "burn out" a little considering how much I did in the past months since Sul abandoned the project last spring. And how well things have gone, up until now. Francly - I'm stuck, and I can't move forwards until I get assistance coding this in - all the way. Meaning, someone will probably have to download the very latest WiP of the entire mod, insert the fortress with all that it means as in setting up WB, BSE files, INI codes and models, and then send it back to me.
I will give Rad's files 1 more try asap as I can find the energy, but if I can't get it in order, I have no choise but to wait for a new Sûl to pop up, wanting to offer his coding skills to this mod. Sad but true.
EDIT: Allright, after some fiddling... Rad's version does work too, and the fortress is in game - this time with visible Expansion pads. I'll wait for Digi to finish the Expansion models and the missing textures, and we'll see where we go from there. Somehow this mod will go on, I promise, it's just that I wish I had more time and energy atm. My job is KILLING me. I could REALLY use a Freelance Coder of HIGH skills (Sûl, Robnkarla, Rad, or similar) to finish the fortress completely so I can concentrate on "normal" coding and wrapping up Beta 4.7...
Edited by Nazgûl, 18 October 2008 - 03:40 PM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#35
Posted 18 October 2008 - 05:07 PM
For a security guard, I'd say those are the wrong set of words to useMy job is KILLING me.
Anyways... You don't necessary need a coder of HIGH skill, just a coder who knows how to add in a new fortress But then again, that might mean he has high skills..
The 4th Age version 0.8 has been released: Link
#36
Posted 23 October 2008 - 11:51 AM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#37
Posted 11 December 2008 - 11:43 AM
aww.. cmon Rad is doing the lonewolf mod all by himself, and has added over 10 fully fledged factions/agree. I still don't understand why everyone wants solo mods...they hardly ever get finished, anyways.
Me likes. =D
#38
Posted 12 December 2008 - 03:20 PM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#39
Posted 12 December 2008 - 06:01 PM
I could take you along to bars and you could help me pick up
My coding "skills" and speed come from a LOT of practice I spend a lot of time modding and know it all pretty well.
And with a mod like Lone Wolf adding factions is routine
Break dancing into the hearts of millions
#40
Posted 13 December 2008 - 08:30 PM
Just plain facts, hehe
But being good at art, skins and stuff like that wont make a mod. I can code, only not at your level, and not to mention the other modding androids off course, lol. So SEE will always be depending on loads of talent.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
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