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The Grey Company Showcase/Hosting Request


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#21 Elric

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Posted 26 June 2013 - 09:09 PM

Update:

 

Here is the Rohan Hall. Due to my Age of the Gods Mod being dead i decided to use some of the "Rohan Like" buildings. I just redid the UV mapping and applied a standard Rohan Texture. I think it will fit in well.

 

Pic:

 

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#22 Elric

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Posted 26 June 2013 - 10:49 PM

Another Update:

 

Dunedain Scout in game:

 

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credit to: Turin for base model, skin by me

 

Rohan Hall in game next to Archery Range and Fortress:

 

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#23 Radspakr Wolfbane

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Posted 26 June 2013 - 11:06 PM

If ROR is already helping you out with this mod why not just add your Dunedain faction to Horse Lords mod if ROR agrees.

It would add something new to Horse Lords and cut out half of the work for you.


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#24 Elric

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Posted 26 June 2013 - 11:12 PM

Because like was stated before: I like the original almost unchanged version of Rohan and he will be adding a lot more then what i would agree with. :p Hence why mine will never join with his (love his none the less, but i prefer mine) Plus his is more both bfme1 and 2 and if he wants them to be the same for both then that would be Dunedain for both as well which would be a pain. So to answer your question blandly: No we wont join mods because they are different. :)


Edited by {IP}Apollo, 26 June 2013 - 11:12 PM.


#25 Elric

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Posted 27 June 2013 - 11:17 PM

Update:

 

Thought i would show some of the UI's in progress. Also some shattering arrows pictures.

 

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Aragorn Bullseye Ability

 

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#26 Dúnedain76

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Posted 28 June 2013 - 06:25 AM

There is one thing that someone should remember when considering the Dúnedain of the North. They aren’t an army or a civilization during the late years of the Third Age. The Dúnedain no longer have a real kingdom to call home. With Arnor being long destroyed and forgotten, the only refuge they really had was in the hills among the Angle. They are too few in number in Tolkien’s work - remember only 30 were mustered for the Grey Company – and they were largely scattered. Most mods have them more as a subfaction due to this, giving them only a building and 2 or 3 troop choices at the most(Echoes, RJ-ROTWK, Edain, and my own mod to name a few examples.) As much as I love the Rangers of the North and their history, having a whole Dúnedain faction just wouldn’t work.

 

But do what you want to do. I just felt like leaving my 2 cents here.

 

(Also you should either keep Aragorn as a melee only or get rid of Halbarad’s toggle. Having all the heroes of one faction with a sword/bow toggle can get pretty overpowered.)



#27 Elric

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Posted 28 June 2013 - 07:06 AM

This isnt a lore based mod... but thank you for your input :)


Edited by {IP}Apollo, 28 June 2013 - 07:06 AM.


#28 Ridder Blauw

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Posted 28 June 2013 - 09:56 AM

I'm just curious, why are you overly generalizing Rohan?

 

They don't necessarily need all types of units too like Gondor, I see you've added swordsmen, a unit they did not have in BFME I, although they did perfectly fine without them in BFME I.

I think you've probably added spearmen too, and I don't recall them being in in BFME I. You don't need either to make it a viable faction in game, Rohirrim Archers can handle the enemy cavalry, and the Rohan Archers can handle the pikes.

 

If you truly want to bring Rohan back in their true BFME I form, you don't need either of those units.



#29 Elric

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Posted 28 June 2013 - 04:32 PM

Hence why they have there own structure. I want it to add at least one new thing else like people said it would be pointless. I agree that it's a bit like gondor but to compensate if and when I make an ai I am going to make it so the ai doesn't make the hall therefore not making the extra units. This way if and when a player plays as Rohan it's their choice

#30 Elric

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Posted 28 June 2013 - 06:51 PM

Another Update:

 

Arathorn Skin WIP

 

But he is now completely coded in

 

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#31 Elric

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Posted 28 June 2013 - 11:50 PM

Update:

 

New Dunedain Skins By: Val

 

-recolored by me :p

 

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Edited by {IP}Apollo, 28 June 2013 - 11:51 PM.


#32 Elric

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Posted 29 June 2013 - 09:22 PM

Update:

 

Here are some more up close photos of the new skins. 

 

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#33 Elric

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Posted 30 June 2013 - 02:58 AM

Update:

 

New Dunedain Archery Range

 

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#34 Kwen

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Posted 30 June 2013 - 03:35 AM

The skins look great, and that building does also! But the building is really begging for a BIB. Right now it feels very naked.


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#35 Elric

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Posted 30 June 2013 - 04:46 AM

Haha i suck at making ground type textures! Thats my only issue with that. :p



#36 Bofur

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Posted 30 June 2013 - 05:08 AM

Then do it in WB.

left64_by_obsidianlake-d5ruayp.pngAotF.pngright64_by_obsidianlake-d5ruf44.png


#37 Elric

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Posted 30 June 2013 - 05:37 AM

hmm interesting concept bofur. :p Ill have to try that out.

 

This is me trying to make a bib. Any suggestions on improvement? obviously it looks to boxy.

 

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Edited by {IP}Apollo, 30 June 2013 - 05:38 AM.


#38 Dúnedain76

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Posted 30 June 2013 - 06:35 AM

You need to make some alpha maps for it to smooth out the sides.



#39 Radspakr Wolfbane

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Posted 30 June 2013 - 06:52 AM

Have a look at the Neutral creep bibs such as the Goblin Lair.

There is also a specific texture shader setting you need which was Alpha test and blend with the alpha test checkbox unticked.


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#40 Kwen

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Posted 30 June 2013 - 07:14 AM

You'll want to put some shadows where the building meets the BIB, at the edges. And perhaps also make it show a little bit of gravel, the building wouldn't be built on grass.


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