I can definitely try.
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#181
Posted 19 January 2016 - 07:01 PM
#182
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.
He was the first...
#184
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.
He was the first...
#185
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.
#186
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:
Edited by Miraak5, 20 January 2016 - 08:29 AM.
He was the first...
#187
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
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
He was the first...
#189
Posted 20 January 2016 - 03:29 PM
Yeah I've seen the picture
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
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
Posted 20 January 2016 - 04:30 PM
Well thanks
#192
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.
He was the first...
#193
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.
#195
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
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
Posted 21 January 2016 - 02:22 PM
I recommend opening it in the W3DViewer and try to find the object in there.
#197
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
He was the first...
#198
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:
He was the first...
#199
Posted 22 January 2016 - 01:29 PM
I'm fine thanks
#200
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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