Coding S.E.E. - DC
#61
Posted 22 September 2011 - 08:17 PM
#62
Posted 23 September 2011 - 02:45 AM
#63
Posted 23 September 2011 - 02:59 AM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#64
Posted 23 September 2011 - 03:57 AM
#65
Posted 23 September 2011 - 09:17 AM
#66
Posted 23 September 2011 - 09:53 AM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#67
Posted 23 September 2011 - 01:35 PM
#68
Posted 23 September 2011 - 01:53 PM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#69
Posted 23 September 2011 - 03:26 PM
#70
Posted 23 September 2011 - 03:38 PM
- removing Spider Riders completely from the game.
- removing Spiderlings as recruitable units. Now only summons for Shelob.
- removing Shelob from the hero roster, making her a summon by the Spell Book.
Atm I finished the Technology, specified HERE, so now I'm polishing strings. After that it's on to cavalry - Wolf and Warg Riders. I'll finish off with the Trolls, Giants and Heroes. Then I'm ready to hand it over to Ridder Blauw, who's (hopefully) gonna code the Spell Book completely as well as the Hero Powers (since I hate doing powers)
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#71
Posted 23 September 2011 - 09:51 PM
#72
Posted 24 September 2011 - 10:36 AM
For the camera, height is not responding when in vanilla angle, for some reason. I set it to 500 instead of 300, but no change? I'll ask around about that.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#73
Posted 24 September 2011 - 01:42 PM
The camera height may need to be adjusted in each map's map settings. I'll give it a try the next time I'm working on maps- which might be Monday. I've got a busy weekend.
Edited by njm1983, 24 September 2011 - 01:45 PM.
#74
Posted 24 September 2011 - 02:03 PM
#75
Posted 24 September 2011 - 03:52 PM
And NJM, 2.0 sounds very large for being generic scale. I dont find the trees that small in game? You know, not all forests have trees like you do in the states, hehe. Where I live, I have a park close to my house. The trees there are about 50 years old and I'd say they are about 3-5 human heights. The other way is a small forest, and those trees are more than hundered years old, and they are more like the ones in your video, almost. About 10-15 meters. So, just be somewhat selective when scaling and maybe keep some trees smaller than others to avoid "redwood" look =)
EDIT: For Mirkwood however, I find it most suitable like the video. That forest should be vast, thick, tall and frightening =)
Edited by Nazgûl, 24 September 2011 - 03:55 PM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#77
Posted 24 September 2011 - 07:06 PM
The thing I try to do is look at the tree model if its already large then I dont scale as much. However some of the tree models are quite small so I go for a size that matches more closely to what I see around the urban areas of California (where I live) Which is usually trees around 50 years old. so taller than 2 stories but not massive 100's years old redwoods, that effect is created due to the models of the trees having already large trunks. Another thing I look at is the density of the tress - If Im in a forested region then Ill go for heavier count if not then Ill spread them a bit. In most maps after scaling I can usually eliminate 100-250 trees just because them being larger covers more area. Ill get another video of trees on another map. : )
Edited by njm1983, 24 September 2011 - 07:43 PM.
#78
Posted 24 September 2011 - 08:36 PM
Edited by Gollum, 24 September 2011 - 08:40 PM.
#79
Posted 25 September 2011 - 02:37 AM
#80
Posted 25 September 2011 - 03:37 PM
And NJM; that looks great You're strategy is also in line with what I would wish for. Very good - carry on
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
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