Jump to content


Photo

Custom Rhûn Fortress keep in S.E.E.


  • This topic is locked This topic is locked
114 replies to this topic

#21 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 13 September 2008 - 02:02 PM

Uhm, what image? There's only a video afaik :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! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#22 Grig

Grig
  • Members
  • 128 posts

Posted 13 September 2008 - 02:35 PM

http://s81.photobuck...erhuncastle.flv <- that one

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 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 03 October 2008 - 12:47 PM

Yay! :good:
After a LOT of headaches we finally have the Rhun fortress IN GAME... :crazed: thanks to the help of Elrond99 for the WB setup! :p

Posted Image

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 :good:

Edited by Nazgûl, 03 October 2008 - 12:48 PM.

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


#24 njm1983

njm1983

    title available

  • Project Team
  • 2,867 posts
  • Location:Orangevale, California USA

Posted 03 October 2008 - 02:53 PM

magnificent! :good:

#25 Ed Of The 3rd Kind

Ed Of The 3rd Kind

    Edward Fitzgerald

  • Hosted
  • 945 posts
  • Location:Cork, Ireland
  • Projects:Star Wars: TOTR/RJ-ROTWK/S.E.E.
  •  Modeller. Animator. Light Coding/Skinning

Posted 03 October 2008 - 04:34 PM

great work!

Posted Image


#26 hrrypttrbst

hrrypttrbst
  • Members
  • 81 posts
  • Location:Belgium,Flanders
  • Projects:WoA beta tester and AoM mod team

Posted 03 October 2008 - 05:33 PM

I hope that the textures and so are finished quick but not rushed so we can play a new beta if there are no other things anymore to do then.
Posted Image

#27 Dunadan Arathor

Dunadan Arathor
  • New Members
  • 4 posts

Posted 04 October 2008 - 03:06 AM

Amazing job! I can't wait to play as Corrupted Man and test that fortress :mellow:

#28 kraken

kraken
  • Members
  • 22 posts

Posted 04 October 2008 - 07:00 AM

Oh my word, that looks good. This mod makes me wish that I didn't have such an old computer, just so I could turn up the graphics and savour it. Keep up the good work!

#29 zachrb

zachrb
  • Members
  • 188 posts

Posted 13 October 2008 - 05:18 PM

Yay! :p
After a LOT of headaches we finally have the Rhun fortress IN GAME... :p thanks to the help of Elrond99 for the WB setup! :D

Posted Image

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?

Posted Image


#30 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 16 October 2008 - 09:44 AM

Yes

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}{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! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#31 Prince of the Dark Forest

Prince of the Dark Forest
  • Members
  • 249 posts

Posted 16 October 2008 - 04:10 PM

Great fortress, but two questions: What do the scorpion and torture cages do? And have you guys managed to get the new faction without porting to ROTWK (I thought 6 was the maximum for BFME 2)
Ignited into the world in a flash of lightning, it gleams faintly in the heart of its mother, wood. It begins as an ember, a mere wisp of heat and colour. Its chance of survival at this critical moment is minute, yet it fights on, against the unforgiving cold, against the depths of night and against its mortal enemy: rain.

#32 Lauri

Lauri

    Old man Lauri

  • Hosted
  • 10,438 posts
  • Location:Norway
  • Projects:The 4th Age
  •  The very worst T3A Team Chamber Member

Posted 16 October 2008 - 04:27 PM

what exactly is the problem if I may ask? :blink:

T4A_Logo_-_article.png

The 4th Age version 0.8 has been released: Link


#33 DIGI_Byte

DIGI_Byte

    Unitologist

  • Hosted
  • 1,747 posts
  • Location:Australia
  • Projects:GTFO
  •  Everybody do the Flop!

Posted 16 October 2008 - 10:16 PM

Just so you know, I found out Rad didn't just help with bits here and there, He apparently coded it all in and was ready for the mod, In fact I saw it in game by its self working fully.

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.


Lyon-Fixed.gif
RIP 2323


#34 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 18 October 2008 - 01:54 PM

Uhm, ok, sorry if I made someone upset here... :unsure: I'll make this perfectly clear: :xcahik_:
I had TWO modders helping me do this:

ELROND99

and

RADSPAKR

SO THANK YOU guys - both - for trying to help me :p



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}{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! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#35 Lauri

Lauri

    Old man Lauri

  • Hosted
  • 10,438 posts
  • Location:Norway
  • Projects:The 4th Age
  •  The very worst T3A Team Chamber Member

Posted 18 October 2008 - 05:07 PM

My job is KILLING me.

For a security guard, I'd say those are the wrong set of words to use :xcahik_:

Anyways... You don't necessary need a coder of HIGH skill, just a coder who knows how to add in a new fortress :unsure: But then again, that might mean he has high skills.. :p

T4A_Logo_-_article.png

The 4th Age version 0.8 has been released: Link


#36 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 23 October 2008 - 11:51 AM

Yeah, hehe I guess so. FOr ME that's equal to HIGH skills. But for someone that's used to do it, I guess it might be called average. But to me it's not :thumbsupsmiley:

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


#37 Fishbone

Fishbone

    Imperial Commander

  • Project Team
  • 786 posts
  • Location:Sweden, Stockholm
  • Projects:Beta testing Lonewolf, Helping out random stuff in Lone Wolf, Lone Wolf MODDB Manager
  •  For the Imperium of Man!

Posted 11 December 2008 - 11:43 AM

/agree. I still don't understand why everyone wants solo mods...they hardly ever get finished, anyways.

Me likes. =D

aww.. cmon Rad is doing the lonewolf mod all by himself, and has added over 10 fully fledged factions :p
Posted Image
Posted Image
Posted ImagePosted Image

#38 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 12 December 2008 - 03:20 PM

Lol, I am well aware of that, but I am no first class Coder like he is :grin:

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


#39 Radspakr Wolfbane

Radspakr Wolfbane

    The John Farnham of modding

  • Members
  • 7,722 posts
  • Location:less than 5 meters from my bed
  • Projects:Comeback tour
  •  The Retired Beard

Posted 12 December 2008 - 06:01 PM

Maybe I should get you to do PR for me Naz ^_^
I could take you along to bars and you could help me pick up :grin:

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 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 13 December 2008 - 08:30 PM

Hehe yeah maybe... Anyways, I only speak my mind, and you are a better Coder than me, as I am a better Skinner than you :evgr:
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}{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! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------





0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users