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#181 Maximan

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Posted 19 January 2016 - 07:01 PM

I can definitely try. :p



#182 Miraak5

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Posted 19 January 2016 - 07:26 PM

the building (in ridder of rohan screen) sems to be a E3 barracks ?


Edited by Miraak5, 19 January 2016 - 07:27 PM.

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#183 Rider of Rohan

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Posted 19 January 2016 - 07:33 PM

It's an unused building called the House of Healing in the game's files. The building was missing the texture which I was able to recreate.


99dxc486ltde132zg.jpgh5je9noaofg3o26zg.jpg

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#184 Miraak5

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Posted 19 January 2016 - 07:50 PM

yes, but i think one or other of building in this castle must be a porduction building because in the picture, the castle don't have other foundation (plot) and only the diffrent E3 building could you give me a screen of diffrent E3 building of this caslte ?

 

 

PS: i have see that the house of healing have texture for 50% & 25% healt but not for 100% & 75% (see in wolrdbuilder)

 

 

PS2 (off topic): ah new color for the tolbar ? yeah nice but i prefer the old


Edited by Miraak5, 19 January 2016 - 08:03 PM.

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#185 Maximan

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Posted 19 January 2016 - 08:43 PM

I like the brighter colors, also you can check on google: BFME Gondor, there's loads of screens popping up from inside the old castle. :p



#186 Miraak5

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Posted 20 January 2016 - 07:51 AM

i have see a pic of E3 minas tirith, nice 

 

if a building is constructed can we see the build plot ?

have you make the nazguls & witchking (on fell beast) crash on battlefield on death

 

ps: i have found lot of element in bfme2 worldbuilder:

 

Worldbuilder 2016-01-20 09-28-27-80.jpg

Worldbuilder 2016-01-20 09-25-03-95.jpg

 

Attached Thumbnails

  • Worldbuilder 2016-01-20 09-25-08-18.jpg

Edited by Miraak5, 20 January 2016 - 08:29 AM.

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#187 Maximan

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Posted 20 January 2016 - 03:06 PM

I believe those are the arnor walls, I have already found the old models they used for walls/trebs back then.

 

I am working on the fell beast's death, and maybe the eagles will have it too.

 

And no the build plot will not be seen, when a building is there.



#188 Miraak5

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Posted 20 January 2016 - 03:22 PM

for the wall and other bullding there are in arnor & men (gondor) but arnor castle use normal gondor castle wall

 

for the nazgul & eagle i have totaly make it in my mod and all work i can give the code to you

 

i have found a screen of E3 gondor camp

 

081304scrn-imageSM-7.sgat.jpg


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#189 Maximan

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Posted 20 January 2016 - 03:29 PM

Yeah I've seen the picture :p

 

I got it working too, the animation just continues after it falls down, if it gets shot at half the original height it continues, if it gets shot at its max height it falls smoothly.


Edited by Maximan, 20 January 2016 - 03:29 PM.


#190 Miraak5

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Posted 20 January 2016 - 04:02 PM

it's not a animation problem i have fixed it i give the code to you

 

for witch king & nazgul:

find this

        AnimationState = FREEFALL
            StateName = Freefall
            Animation = Moving
                AnimationName = CUFellBst_SKL.CUFellBst_IDLA
                AnimationMode = LOOP
                AnimationBlendTime = 10
            End
        End

and remove it or put ;

replace all dies anims with this:

        AnimationState = RUBBLE 
            Animation = RubbleDieF
                AnimationName = CUFellBst_SKL.CUFellBst_DIEO
                AnimationMode = ONCE
                AnimationBlendTime = 8
            End
        End    

        AnimationState = DYING
            Animation = DyingA
                AnimationName = CUFellBst_SKL.CUFellBst_DIEN
                AnimationMode = ONCE
                AnimationBlendTime = 3
                AnimationSpeedFactorRange = 1.0 1.5
            End
            StateName = DYING
            BeginScript
                Prev = CurDrawablePrevAnimationState()
                if Prev == "Idle"       then CurDrawableSetTransitionAnimState("Trans_Dying") return end
                if Prev == "Moving"    then CurDrawableSetTransitionAnimState("Trans_Dying") return end
                if Prev == "decelerate" then CurDrawableSetTransitionAnimState("Trans_Dying") return end
                if Prev == "Accelerate" then CurDrawableSetTransitionAnimState("Trans_Dying") return end
                if Prev == "Climbing"  then CurDrawableSetTransitionAnimState("Trans_Dying") return end
                if Prev == "Diving"    then CurDrawableSetTransitionAnimState("Trans_Dying") return end
                if Prev == "backup"   then CurDrawableSetTransitionAnimState("Trans_Dying") return end
                if Prev == "Claw"     then CurDrawableSetTransitionAnimState("Trans_Dying") return end
                if Prev == "Grab"     then CurDrawableSetTransitionAnimState("Trans_Dying") return end
            EndScript
        End    

        TransitionState = Trans_Dying
            Animation = Transition
                AnimationName = CUFellBst_SKL.CUFellBst_DIEM
                AnimationMode = ONCE
                AnimationBlendTime = 5
            End  
        End

remove the two slow death behaviour

and replace

the giant bird slow death behaviour with this

    Behavior = GiantBirdSlowDeathBehavior ModuleTag_GiantBirdSlowDeath
        DeathTypes            = ALL
        SinkDelay            = 10000
        SinkRate            = 1.0
        DestructionDelay        = 20000
        Sound                = INITIAL FellBeastDie
        Weapon                = HIT_GROUND GondorTrebuchetRockWarhead
        FX                = HIT_GROUND FX_TrebuchetImpactHit
        Sound                = HIT_GROUND FellBeastDieImpact
        CrashAvoidKindOfs        = STRUCTURE
        CrashAvoidRadius        = 800
        CrashAvoidStrength        = 0.2
        NeedToMaintainFlailingHeight    = No
        ;EjectRiderIfApplicable        = Yes //No
        ;RiderSubObjects        = NAZGUL_SKN WITCHKING2
    End

for eagle:

findt this:

        AnimationState = FREEFALL
            StateName = Freefall
            Animation = Freefall(ilde)
                AnimationName = GUGwaihir_IDLA
                AnimationMode = LOOP
                AnimationBlendTime = 9
                AnimationSpeedFactorRange = 0.7 0.75
            End
        End
    

and remove it or put ;

replace all death anim block with this:

		AnimationState = RUBBLE 
			Animation = RubbleDieF
				AnimationName = GUGwaihir_DIEF
				AnimationMode = ONCE
				AnimationBlendTime = 8 //4
			End
		End	

    TransitionState = Trans_Dying
			Animation = Transition
				AnimationName = GUGwaihir_DIED
				AnimationMode = ONCE
				AnimationBlendTime = 3 //5 //9
			End  
		End			

		AnimationState = DYING DEATH_1
			StateName = DYING
			Animation = DyingA
				AnimationName = GUGwaihir_DIEE
				AnimationMode = ONCE ;LOOP
				AnimationBlendTime = 4 //9
			End
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "Idle"	then CurDrawableSetTransitionAnimState("Trans_Dying") return end
				if Prev == "Moving"	then CurDrawableSetTransitionAnimState("Trans_Dying") return end
				if Prev == "Freefall"	then CurDrawableSetTransitionAnimState("Trans_Dying") return end
				if Prev == "Climbing"	then CurDrawableSetTransitionAnimState("Trans_Dying") return end
				if Prev == "Diving"	then CurDrawableSetTransitionAnimState("Trans_Dying") return end
				if Prev == "backup"	then CurDrawableSetTransitionAnimState("Trans_Dying") return end
				if Prev == "STUNNED"	then CurDrawableSetTransitionAnimState("Trans_Dying") return end
				if Prev == "Claw"	then CurDrawableSetTransitionAnimState("Trans_Dying") return end
			EndScript
    End

		AnimationState = DYING DEATH_2
			StateName = DYING
			Animation = DyingA
				AnimationName = GUGwaihir_HVRA
				AnimationMode = ONCE ;LOOP
				AnimationBlendTime = 9
			End
    End


remove the two slow death behaviour


and replace the giant bird slow death behaviour with this:


    Behavior = GiantBirdSlowDeathBehavior ModuleTag_GiantBirdSlowDeath
        DeathTypes = ALL 
        SinkDelay = 15000 
        SinkRate = 1.0     ; in Dist/Sec
        DestructionDelay = 20000        
        Sound    = INITIAL EagleVoiceDie            ;FellBeastDie
        Weapon    = HIT_GROUND GondorTrebuchetRockWarhead
        ; FX = INITIAL FX_FellBeastSpell
        FX = HIT_GROUND FX_TrebuchetImpactHit
        Sound    = HIT_GROUND FellBeastDieImpact
        CrashAvoidKindOfs = STRUCTURE
        CrashAvoidRadius  = 800
        CrashAvoidStrength = 0.2
        NeedToMaintainFlailingHeight = No
        ;EjectRiderIfApplicable = Yes //No
        ;RiderSubObjects = NAZGUL_SKN WITCHKING2
    DeathFlags = DEATH_1
    End 

Edited by Miraak5, 08 July 2016 - 06:15 PM.

He was the first...


#191 Maximan

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Posted 20 January 2016 - 04:30 PM

Well thanks :)



#192 Miraak5

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Posted 20 January 2016 - 04:39 PM

i hope it's work for you but all work for me 

 

i have a question the witch king on foot is a E3 element ? or only never used by EA (for me i prefer the witch king on foot than on fellbeast)

 

and sauron, isildur & elrond there are only created for cinematics or in E3 we can recrut them as hero ?

 

 

i think this is a E3 building: the gondor catacombs (they have all texture and damaged state ...) in my mod i have used it as a goblin or a dwarf mine (to make unit can travel and garisoned in them)

 

i find the archer and hero archer like faramir attack really slowly


Edited by Miraak5, 20 January 2016 - 04:47 PM.

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#193 Maximan

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Posted 20 January 2016 - 05:52 PM

I don't know if I'll make the witch king on foot an option.

 

And no you won't be able to recruit them.

 

I have been messing around with the archers for some time now, and I think they look pretty close if you have seen my latest video, to the ones presented in the demo.



#194 Rider of Rohan

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Posted 20 January 2016 - 06:04 PM

Here is the texture for the House of Healing building for anyone interested, I never got around to reworking the BIB part.

Attached Files


99dxc486ltde132zg.jpgh5je9noaofg3o26zg.jpg

No parent should have to bury their child - King Theoden


#195 Miraak5

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Posted 20 January 2016 - 07:55 PM

thanks the texture work and i have removed the "fire" with the hide sub object

 

but i would like to disable other sub object, like the central fountain because she has no texture

 

this strange object:  Worldbuilder 2016-01-20 20-54-20-04.jpg

and this strange object:  Worldbuilder 2016-01-20 20-54-36-44.jpg

 

 

but i don't know there name (to use the "hide sub object) could you help me 


Edited by Miraak5, 20 January 2016 - 07:56 PM.

He was the first...


#196 Maximan

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Posted 21 January 2016 - 02:22 PM

I recommend opening it in the W3DViewer and try to find the object in there. :p



#197 Miraak5

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Posted 21 January 2016 - 03:44 PM

i have find the name with asset builder if you want to hide the fire, and the two types of strange bug the code is

 

        HideSubObjects        = FIRE01
        HideSubObjects        = FIRE02
        HideSubObjects        = RECTANGLE08
        HideSubObjects        = RECTANGLE09
        HideSubObjects        = RECTANGLE01
        HideSubObjects        = RECTANGLE02
        HideSubObjects        = RECTANGLE03
        HideSubObjects        = RECTANGLE05
        HideSubObjects        = RECTANGLE06
        HideSubObjects        = RECTANGLE07
        HideSubObjects        = LINE01
        HideSubObjects        = LINE02
        HideSubObjects        = LINE03
        HideSubObjects        = LINE04
        HideSubObjects        = LINE05
        HideSubObjects        = LINE06
        HideSubObjects        = LINE07
        HideSubObjects        = LINE08
        HideSubObjects        = LINE09
        HideSubObjects        = LINE10
        HideSubObjects        = LINE11
        HideSubObjects        = LINE12
        HideSubObjects        = LINE13
        HideSubObjects        = LINE14
        HideSubObjects        = LINE15
        HideSubObjects        = LINE16
        HideSubObjects        = LINE17
        HideSubObjects        = LINE18
 
Now to have the perfect house of healing, you only need to recreate the texture of the little fountain (in the center of the building)
 
and to recreate the texture of the floor of the no damaged state (because ridder of rohan has keep the texture of the damaged floor in his texture of house of healing)
 
if you want to hide the fountain and the floor as long as you did not recreated the missing texture:
 
        HideSubObjects        = PMFOUNTAIN01
        HideSubObjects        = PMFOUNTAIN02
        HideSubObjects        = PMFOUNTAIN03       
        HideSubObjects        = GB_PLANE02
 
 
 

He was the first...


#198 Miraak5

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Posted 21 January 2016 - 05:38 PM

i have found a other E3 building used in the E3 edoras map, this building is full (texture & model are prersent damaged state, image and button ... all are present)

 

the name of the building is RohanBattleTower

 

(i use it in my rotwk mod as a battle tower  :) )

 

and in W3D i have foud a bugged building similar to the house of healing this is a model of the rohan barracks but it's miss a texture and the model has the fire effect

 

 

BUT the rj rotwk mod have recreated the texture and all other state, and level state based on the original model

 

(i you want i have the rj and i can give the model to you, don't forget to get rj creator agrement)

 

 

the rj model & EA bugged model: Worldbuilder 2016-01-21 18-37-49-90.jpg

 

 


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#199 Maximan

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Posted 22 January 2016 - 01:29 PM

I'm fine thanks :p



#200 Miraak5

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Posted 22 January 2016 - 01:35 PM

i have never see a screen of the mordor E3 castle, isengard E3 castle, isengard E3 camp, rohan E3 castle

 

 

ps: i can't found a pic of inside the E3 gondor castle


He was the first...





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