Jump to content


Photo

Coding S.E.E. - DC


  • Please log in to reply
233 replies to this topic

#101 Gollum

Gollum
  • Members
  • 161 posts

Posted 28 September 2011 - 03:08 AM

Looks great! Troll looks awesome and bodies stay looks nice too!
I'm not listening, not listening!

#102 njm1983

njm1983

    title available

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

Posted 28 September 2011 - 04:27 AM

Yeah the Skybox I added was just a generic one already in WB, I only placed it on a map. I had noticed some of the other maps have sky boxes so I figured I try and place one on my map. I used the "celduin" sky box and placed it centered on lake-town map and set about -250 so it sits low around the map. havent tested it thoroughly because we dont have the camera scripts in yet.

More videos





#103 Ridder Blauw

Ridder Blauw

    title available

  • Project Team
  • 1,277 posts
  • Location:The Netherlands (AKA:Holland)
  •  Do not force yourself into modding it's bad for your health.

Posted 28 September 2011 - 05:03 AM

I haven't been so active lately, due to school, and so I don't keep bothering Nazgul but it's looking great.

#104 Gollum

Gollum
  • Members
  • 161 posts

Posted 28 September 2011 - 05:06 AM

Looking great guys! cant wait to test it out
I'm not listening, not listening!

#105 Ganon

Ganon

    What's this?

  • Project Team
  • 967 posts
  • Location:Ohio, United States
  • Projects:My Link Mod
  •  Code Scientist

Posted 28 September 2011 - 07:51 AM

Gezus, so many vids. :p

So, did my advice pan out for you then?

#106 Nazgûl

Nazgûl

    S.E.E. Team Leader

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

Posted 28 September 2011 - 08:22 AM

Aah yes, the new Burning Death FX... love that stuff :grin: You need to zoom in though to fully see its glory, hehe. For the skybox, the "celduin" one is what EA normally use on maps with water, I think, to get reflections of clouds in the water (like the fords of isen). I tested your Lake Town map last night and it was simply breathtaking with the new trees and the atmosphere in the forest, so I will have a go at the camera scripts asap so we can find a proper texture for the sky to use there. It should not be a clear day, but rather late evening/dusk from the looks of lighting =)

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


#107 Nazgûl

Nazgûl

    S.E.E. Team Leader

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

Posted 28 September 2011 - 06:48 PM

RJ Cam System coding added to the repo! :evgr:

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


#108 Nazgûl

Nazgûl

    S.E.E. Team Leader

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

Posted 28 September 2011 - 10:34 PM

And now I finished setting up the Scripts for the RJ Cam angles in SEE (slightly different from RJ mod). I can send you the file NJM, or update the Lake Town map which has them :rolleyes: However, I couldnt get the skybow be be seen in game so that muct be a setting in the map file that I can't recall.. The cameras work, and the box is there, but it's pitch black void in game :blush:

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


#109 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 29 September 2011 - 07:48 AM

:D Sounds like fun :p
Ridder Geel

#110 Nazgûl

Nazgûl

    S.E.E. Team Leader

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

Posted 29 September 2011 - 09:11 AM

I found the reason, missing KindOf for the box's INI :shiftee2:

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


#111 njm1983

njm1983

    title available

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

Posted 29 September 2011 - 05:04 PM

Well good to know, I'll be sure to extract them so I can import them to the proper maps. I'll Be starting my next map project which is gonna fix EA's rivendell map. God it's awful.

#112 Gollum

Gollum
  • Members
  • 161 posts

Posted 29 September 2011 - 08:31 PM

Oh yes please fix it. it is terrible
I'm not listening, not listening!

#113 Ridder Blauw

Ridder Blauw

    title available

  • Project Team
  • 1,277 posts
  • Location:The Netherlands (AKA:Holland)
  •  Do not force yourself into modding it's bad for your health.

Posted 30 September 2011 - 05:09 AM

Well good to know, I'll be sure to extract them so I can import them to the proper maps. I'll Be starting my next map project which is gonna fix EA's rivendell map. God it's awful.


I agree on the map, but I do like structures. :)

#114 Nazgûl

Nazgûl

    S.E.E. Team Leader

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

Posted 30 September 2011 - 03:01 PM

NJM, please have a look at RJ's version... it's looovely! And the skybox there is awesome. RJ said I could use any sky in RJ-RotWK since I halped him develop the cam system, logos, sky textures and some ideas around it =)

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


#115 njm1983

njm1983

    title available

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

Posted 30 September 2011 - 06:29 PM

I'm a bit confused, lol you want me to look at the skybox on rivendell in Rj mod, or you want me to look at the Rj cam system in Rj mod so I can figure out how to implement skyboxes? I need details :p

#116 njm1983

njm1983

    title available

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

Posted 01 October 2011 - 01:39 AM

Well I messed with cams a bit, they are cool. I added the necessary trigger area that's supposed to reveal the sky but it's still not working. Is that bit of coding what fixes that, cause I've got everything set up correct?

#117 Nazgûl

Nazgûl

    S.E.E. Team Leader

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

Posted 01 October 2011 - 12:46 PM

Nonono... I just meant the ambience, the look, the feel, the layout, the design, the nature, the feeling... yeah you get it - of the Rivendell map in RJ. The cameras, forget them. My scripts are changed somewhat from RJ's mod, so don't mess with them. just import them into the maps. For the skybox, I meant we could use the same texture that RJ has for Rivendell. Also, I think on that map they enabled fog, and changed the color of the fog into a blue tint. Dunno if you got RJ mod, but I think there are screens in the RJ forums. So what I meant was simply try and capture the same feeling for SEE's Rivendell :rolleyes:

The reson you can't see the skybox is cause I need to edit each skybox's INI. The KindOf with a couple of codes. For now, just use the same one (Celduin) and we can easily swap them later. I will try to find time to set up a big library of skies to choose from, with finished coding asap.

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


#118 njm1983

njm1983

    title available

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

Posted 01 October 2011 - 03:57 PM

Got ya ;)

#119 Nazgûl

Nazgûl

    S.E.E. Team Leader

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

Posted 03 October 2011 - 02:34 PM

Atm I'm trying to get Shelob up to date, but aparently there's XX reasons for instability with this unit s I get crash after crash after crash when testing. Sûl's old coding has references to 15-20 different INIs and INCs... No wonder SEE was instable :wacko: Gonna have to start over with her - again *3rd attempt*

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


#120 Gollum

Gollum
  • Members
  • 161 posts

Posted 03 October 2011 - 03:48 PM

Yikes!
I'm not listening, not listening!




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users