bfme1 campaigns
#1
Posted 10 January 2010 - 09:45 PM
I have started to put moria ACT1 right after High pass ACT2
But because of the script work having rohan and gondor it is a bit buggy ...
I will try to debug myself but if anyone has ever ventured into this
and can give scripting assistance it would be a great benefit
#2
Posted 16 January 2010 - 05:20 PM
#3
Posted 16 January 2010 - 06:04 PM
Wah !!I have just finished doing it, I have both campaigns merged into one with all the missions working perfectly (in RoTWK), but I have only so far done it as a linear campaign I havent tried implementing it as a living world campaign yet. Which bit is causing trouble?
I tried to drop in Moria after HighPass BFME2
The factions are messed up ..
The scripts carry Rohan / Gondor
The scripts don't respond well ..
The maps load but a few textures seem out of place
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I would like maybe a step by step on how to
- Redo the AI script work and set the Factions / Teams properly
I believe the problem is mainly the script work ...
I too want just a LINEAR campaign with the Maps from bfme 1
- moria , Helms Deep , Isengard , Shelbs lair , Amon Hen ,
placed into BFME2 campaign
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Is your mod out... I can look and the scipt changes as I am ( slightly ) familier with WB
#4
Posted 19 June 2010 - 12:47 AM
map good moria into the linearcampaign
The script freezes as the Balrog is supposed to show
The entite map turns red when a unit moves/ selects ground
Gandalf is not as a HERO
#5
Posted 20 June 2010 - 09:58 PM
I can't recall how I fixed the Balrog summon problem but my Balrog_Summon script looks like this (I'm pretty sure the problem was to do with the timing of granting the Mordor player the relevant science);-
*** IF *** Timer 'Balrog_Summon' has expired. *** THEN *** Player 'PlyrMordor' is granted Science 'SCIENCE_BalrogAlly'. Player 'PlyrMordor' fires Special power 'SpellBookBalrogAlly' at Waypoint 'Balrog_Jump 3'. Set timer 'Balrog_Gandalf 1' to expire in 7.00 seconds. Make area area 'Balrog_Block' impassable for human player: TRUE
As for the red terrain problem...
The shadow system in the BFMEII engine is much different from BFMEI. If you disable shadows (or lower them) in the custom options menu then the problem goes away, but you are left without the good shadows in the rest of the game. Because the new shadow code dynamically casts shadows against the terrain and objects, the engine has a real problem with Moria because of the way the map is constructed (it is very high above the terrain and cleverly uses the terrain to mould the objects into it in order to produce the minimap). This results in the red terrain every time you issue a move order.
You can put UseShadowVolumes = No in your GameData block to solve it, but the downside is no volumetric shadows in the rest of the game.
Edited by DeeZire, 20 June 2010 - 10:04 PM.
#6
Posted 20 June 2010 - 10:06 PM
I will look deeper into this as its been a dream of mine to merge both Good Campaigns
BTW do you have a mod out ?
#7
Posted 20 June 2010 - 10:19 PM
The campaigns really play well together when combined as long as you make the effort to make the BFME missions feel like the BFMEII ones (with the objectives pop-ups etc). The hardest mission to convert is actually Osgiliath, as it relies a lot on having Faramir and his carry-over army against the Mordor living world army and of course you cant have them in the linear campaign. Ithilien is tricky too because the Mumakil behave totally differently in BFMEII.
Minis Tirith is the best of the lot though, being pinned down waiting for the Knights Of Dol Amroth, Rohan and then Aragorn with the Dunedain Rangers all while fighting off the Mordor onslaught with Grond really kicks ass. The new horde sizes make Helms Deep miles better too. Having the new heroes in BFMEII really brings the old BFMEI campaign to life, I finally got to kill the Mouth of Sauron with Aragorn in front of the Black Gate hehe.
#8
Posted 20 June 2010 - 10:32 PM
You would think more people wanted the OLD TRUE BFME1 Campaigns in their mods
But I must admit making a campaign takes alot of Scripting knowledge
Thanks again for the help !
#9
Posted 28 November 2011 - 02:20 AM
After a long BREAK from modding
So I set-up Good Helm's Deep from BFME1 as the first Good campaign Map.. replacing Rivendale
Without modifying the Map .. I was able to add play the map with some minor issues
I will need help with a few things :
1. The Starting Cash and CP limit at the base of the palintir is NOT there , there is nothing at all there
What do I need to EDIT (in the Map itself or the MOD)?
The buildplots can be fixed ..and the starting heroes adjusted
But to just set up as a playable map I need the Cash and CP limits etc showing ....
Any Help would be appreciated
I basically just wanted to play through Helm's Deep like the movies in my MOD
Will work on MinisTirith if this goes well
EDIT : I added this in playertemplate to get the Helms Deep Citadel to work
A copy of Menfaction
PlayerTemplate FactionRohan Side = Rohan PlayableSide = No Evil = No StartMoney = START_MONEY MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED ) MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED ) PreferredColor = R:43 G:150 B:179 StartingBuilding = MenFortress ;------------- NO STARTING UNITS FOR YOU ------- StartingUnit0 = MenPorter StartingUnitOffset0 = X:1 Y:230 Z:0 StartingUnit1 = MenPorter StartingUnitOffset1 = X:1 Y:150 Z:0 IntrinsicSciences = SCIENCE_GOOD IntrinsicSciencesMP = SCIENCE_MEN SpellBook = GoodSpellBook SpellBookMp = MenSpellBook PurchaseScienceCommandSet = GoodSpellStoreCommandSet PurchaseScienceCommandSetMP = MenSpellStoreCommandSet DisplayName = INI:FactionMen DefaultPlayerAIType = MenSkirmishAI BeaconName = MultiplayerBeacon LightPointsUpSound = GondorLightPointsUp ObjectiveAddedSound = Gui_MissionObjectiveNew ObjectiveCompletedSound = Gui_MissionObjectiveCompleted InitialUpgrades = Upgrade_MenFaction BuildableHeroesMP = CreateAHero GondorAragorn GondorGandalf RohanTheoden BuildableRingHeroesMP = ElvenGaladriel_RingHero SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER ResourceModifierValues = 100 100 100 95 90 85 80 75 71 68 66 MultiSelectionPortrait = UPGondor_Army LoadScreenMusic = Shell2MusicForLoadScreen End
2nd EDIT : Seems if I have
PlayableSide = Yes the Palintir shows ...
So I have to either have Rohan as its own side .. which I don't want
Or edit the team/player list in the Map itself ...Hmmm
Edited by JUS_SAURON, 28 November 2011 - 02:30 AM.
#10
Posted 28 November 2011 - 11:19 AM
@DeeZiree
Is your mod finished yet? When it is will you make it available for download on T3A?
#11
Posted 28 November 2011 - 11:54 PM
All I had to do is set the Faction (of the Main Scripts )to FactionMen in the Edit Players section
All the scripts read as Men Faction and the Palintir shows as Men Faction
This will make Bfme1 Campaigns a reality ..and I don't really have to Edit Much !
Will continue to test and Tweak the Scripts
At least I know how to set-up the map to register as a playable Faction
#12
Posted 01 December 2011 - 08:03 AM
1. Successfully added Helm's Deep BFME1 Campaign Map to the BFME2 Mod
Will work on just a few BFME1 Campaign Maps ,
you will not be able to gain SpellBook Power Points for any
They will be at the Start of the Campaigns ... followed by the regular Maps
ORDERING
GOOD
1. Weathertop
2. Helm's Deep
3. Minis Tirith
For EVIL :
1. Golden Hall
2. Osgiliath
3. Evil Minis Tirith
You may see new powers just for these maps .. as I am for Movie accuracy
Edited by JUS_SAURON, 01 December 2011 - 08:05 AM.
#13
Posted 01 December 2011 - 06:23 PM
This sounds interesting.
@DeeZiree
Is your mod finished yet? When it is will you make it available for download on T3A?
Juts a while longer, I am currently in the bug hunting and beautification phase
#14
Posted 03 December 2011 - 05:29 AM
Juts a while longer, I am currently in the bug hunting and beautification phase
Can't wait for this ...
Edited by JUS_SAURON, 03 December 2011 - 11:40 AM.
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