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#341 Maximan

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Posted 24 July 2017 - 01:09 PM

Thanks dude :)



#342 Maximan

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Posted 29 July 2017 - 01:51 AM

Minas Tirith WIP preview

 

Note: I still need to make the mission harder, by adjusting the Orc ranks or adding more of them, I still think this preview gives a general idea of what I'm going for in Minas Tirith.
 
Side Note: The Witch King is supposed to swoop the Rohirrim, trying to figure out why he doesn't atm.
 
Spoiler


#343 Maximan

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Posted 01 August 2017 - 05:00 PM

I still need to think about making it last longer, and of course give Aragorn the level 10 costume. I will maybe change the ending a bit.
 
Black Gate WIP
 
Spoiler


#344 Maximan

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Posted 13 September 2017 - 11:29 PM

New Uruk Model

Model by: Me/EA

Texture by: EA

 

Spoiler

 

Spoiler

 

Spoiler

 

Spoiler


#345 Miraak5

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Posted 04 December 2017 - 07:14 PM

this progress make me happy cant wait to try all this stuff 

maps look really harder and theses old cursors are really cool


He was the first...


#346 Maximan

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Posted 07 December 2017 - 04:49 AM

Hey guys, 
 
I just started working on the Aragorn blademaster ability again, which I'm done with, but I would like to hear you guys thought, on how it should work. Would you rather: Have Aragorn do a full frontal attack, where he kills every orc coming infront of him, with a chance that he just hits air, while getting attacked from the sides, or would you: Rather have Aragorn do a move identical to the Good Amon Hen Outro, where he kills every orc around him with ease, but there's a chance he will turn around to hit nothing.
 
I personally think the first option is great versus heroes, and the second one would work great for times where Aragorn is surrounded, and you need him to get out, or just destroy the uruks around him.

Edited by Maximan, 07 December 2017 - 05:10 AM.


#347 NewErr

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Posted 07 December 2017 - 08:13 AM

Hmm, second? Players will relate more to it?



#348 Maximan

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Posted 07 December 2017 - 08:40 AM

Yeah I'm also leaning more towards the second.



#349 Maximan

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Posted 09 December 2017 - 01:46 PM

Aragorn Ability Test - Animation

 

Spoiler

 

Hey guys, 
 
I am currently working on adding this animation in-game in some way, currently considering if I want to make it revamp the Blademaster ability, or make it a whole new ability of it's own, just to clear the units around Aragorn. Let me know what you think.

Edited by Maximan, 09 December 2017 - 01:47 PM.


#350 NewErr

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Posted 09 December 2017 - 06:18 PM

Yo,

I freaking love that animation and I like how you introduced the sound from the BFME tutorial. I would suggest this animation should have a standalone ability (or the other way around), a one burst shot ability and not a timed one.



#351 Maximan

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Posted 09 December 2017 - 06:25 PM

Thanks man, I'm currently testing around with a one burst ability, I reckon it would fit it.



#352 Miraak5

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Posted 19 December 2017 - 05:31 PM

I dont know if u still want to include the fellbeast and eagle to crash on the battlefield but i have it fully working if u want it 

game 2017-12-19 18-25-18-53.jpg

game 2017-12-19 18-25-20-95.jpg

game 2017-12-19 18-25-24-61.jpg

 

i have also found the anim the witch king have in one of the promo/trailer video

game 2017-12-19 18-19-41-29.jpg


He was the first...


#353 Maximan

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Posted 19 December 2017 - 06:54 PM

I would love that man, I tried it once but it just kept acting weirdly the first time I added the old code back.



#354 NewErr

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Posted 19 December 2017 - 07:43 PM

That's weird, I so thought about that this morning, lol.



#355 Miraak5

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Posted 19 December 2017 - 07:49 PM

for fellbeast replace their anim block with this one: (dont worry swoop anim still work i only change dying anim and the moving anim for the "plane" promo/trailer style) 

    IdleAnimationState
            StateName = Idle
            Animation = IDLA
                AnimationName = CUFellBst_SKL.CUFellBst_HVRA
                AnimationMode = LOOP
                AnimationBlendTime = 10
                AnimationSpeedFactorRange = 0.95 1.05
            End
        End

        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 

        AnimationState  STUNNED SPECIAL_DAMAGED
            StateName =  STUNNED
            Animation = HitA
                AnimationName = CUFellBst_SKL.CUFellBst_HITA
                AnimationMode = ONCE
                AnimationBlendTime = 6
            End
        End
        AnimationState  STUNNED
            StateName =  STUNNED
            Animation = HitA
                AnimationName = CUFellBst_SKL.CUFellBst_ATKH
                AnimationMode = ONCE
                AnimationBlendTime = 6
            End
        End


         AnimationState    = BACKING_UP
               StateName = backup
               Animation = IDLA
                   AnimationName = CUFellBst_SKL.CUFellBst_HVRA
                   AnimationMode = LOOP
                   AnimationBlendTime = 10
                AnimationSpeedFactorRange = 0.95 1.05
               End
           End
   
           AnimationState = DIVING
               StateName = Diving
               Animation = Diving
                   AnimationName = CUFellBst_SKL.CUFellBst_ATKD
                   AnimationMode = LOOP
                   AnimationBlendTime = 10
                 AnimationSpeedFactorRange = 0.95 1.05
              End
           End

        AnimationState = ABOUT_TO_HIT ; clawing
            StateName = Claw
            Animation = Claw
                AnimationName = CUFellBst_SKL.CUFellBst_ATKD
                AnimationMode = LOOP
                AnimationBlendTime = 10
            End
              BeginScript
                  if CurDrawableIsCurrentTargetKindof("GRAB_AND_DROP") 
                then
                    CurDrawableSetTransitionAnimState("Trans_Begin_Attacking")
            EndScript

        End

        TransitionState = Trans_Begin_Attacking 
            Animation = Grab
                AnimationName = CUFellBst_SKL.CUFellBst_GRBA
                AnimationMode = ONCE
                AnimationBlendTime = 10
                AnimationSpeedFactorRange = 0.4 0.4
            End
        End

        AnimationState = SPECIAL_WEAPON_TWO                    ; Screech
            Animation
                AnimationName        = CUFellBst_SKL.CUFellBst_ATKA
                AnimationMode        = ONCE
                AnimationBlendTime    = 20
            End
            FXEvent                = Frame:30 Name:FX_FearBlast
        End


        ;--- HARD FLAPPING ------------------------
        AnimationState = CLIMBING
            StateName = Climbing
            Animation = Moving
                AnimationName = CUFellBst_SKL.CUFellBst_HVRB
                AnimationMode = LOOP
                AnimationBlendTime = 10
                AnimationSpeedFactorRange = 1.5 1.55
            End
        End

;        AnimationState = FREEFALL                ;freefall break crashing death style !
;            StateName = Freefall
;            Animation = Moving
;                AnimationName = CUFellBst_SKL.CUFellBst_IDLA
;                AnimationMode = LOOP
;                AnimationBlendTime = 10
;            End
;        End

        AnimationState = MOVING SPECIAL_WEAPON_ONE
            StateName = Moving
            Animation = Moving
                AnimationName = CUFellBst_SKL.CUFellBst_ATKB
                AnimationMode = LOOP
                AnimationBlendTime = 10
            End
              BeginScript
                 Prev = CurDrawablePrevAnimationState()
                 if Prev == "Idle"    then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end
                 if Prev == "Climbing"    then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end
             EndScript
        End
    
        AnimationState = ACCELERATE
            StateName = Accelerate
            Animation = Moving
                AnimationName = CUFellBst_SKL.CUFellBst_FLYA
                AnimationMode = LOOP
                AnimationBlendTime = 10
            End
            BeginScript
                 Prev = CurDrawablePrevAnimationState()
                 if Prev == "Idle"    then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end
                 if Prev == "Climbing"    then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end
             EndScript
        End

        AnimationState = DECELERATE
            StateName = decelerate
            Animation = Moving
                AnimationName = CUFellBst_SKL.CUFellBst_HVRC
                AnimationMode = LOOP_BACKWARDS
                AnimationBlendTime = 10
            End
        End

        AnimationState = MOVING
            StateName = Moving
            Animation = Moving
                AnimationName = CUFellBst_SKL.CUFellBst_IDLA ;CUFellBst_FLYA
                AnimationMode = LOOP
                AnimationBlendTime = 10
                AnimationSpeedFactorRange = 0.9 1.1
            End
;              BeginScript
;                 Prev = CurDrawablePrevAnimationState()
;                 if Prev == "Idle"    then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end
;                 if Prev == "Climbing"    then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end
;             EndScript
        End

        TransitionState = Trans_Begin_Moving
               Animation = Transition
                   AnimationName = CUFellBst_SKL.CUFellBst_HVRC
                   AnimationMode = ONCE
                   AnimationBlendTime = 6
               End  
           End
    End

next u need to: 

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 replace their anim block with this one:

        IdleAnimationState
            StateName = Idle
            Animation           = FlyB
                AnimationName     = GUGwaihir_HVRA
                AnimationMode     = LOOP
                AnimationBlendTime = 10
                
            End
        End



        AnimationState  STUNNED SPECIAL_DAMAGED
            StateName =  STUNNED
            Animation = HitB
                AnimationName = GUGwaihir_HITB
                AnimationMode = ONCE
                AnimationBlendTime = 6
            End
        End
        AnimationState  STUNNED
            Animation = HitB
                AnimationName = GUGwaihir_HITA
                AnimationMode = ONCE
                AnimationBlendTime = 6
            End
        End


         AnimationState    = BACKING_UP
               StateName = backup
               Animation = FlyB
                   AnimationName = GUGwaihir_FLYB
                   AnimationMode = LOOP
                   AnimationBlendTime = 9
               End
           End

           AnimationState = DIVING
               StateName = Diving
               Animation = DiveA
                   AnimationName = GUGwaihir_DIVA
                   AnimationMode = LOOP
                   AnimationBlendTime = 9
               End
           End

        AnimationState = ABOUT_TO_HIT                                ; clawing
            StateName = Claw
            Animation = Claw
                AnimationName = GUGwaihir_ATKB
                AnimationMode = LOOP
                AnimationBlendTime = 9
            End
        End

        ;--- HARD FLAPPING ------------------------
        AnimationState = CLIMBING
            StateName = Climbing
            Animation = FlyB(climb)
                AnimationName = GUGwaihir_FLYB
                AnimationMode = LOOP
                AnimationBlendTime = 9
                AnimationSpeedFactorRange = 1.5 1.55
            End
        End
       ; AnimationState = FREEFALL                    ;freefall break crashing death style !
         ;   StateName = Freefall
         ;   Animation = Freefall(ilde)
           ;     AnimationName = GUGwaihir_IDLA
            ;    AnimationMode = LOOP
            ;    AnimationBlendTime = 9
            ;    AnimationSpeedFactorRange = 0.7 0.75
          ;  End
       ; End
    

        AnimationState = ACCELERATE
            StateName = Accelerate
            Animation = Moving
                AnimationName = GUGwaihir_FLYA
                AnimationMode = LOOP
                AnimationBlendTime = 10
            End
            BeginScript
                 Prev = CurDrawablePrevAnimationState()
                 if Prev == "Idle"    then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end
                 if Prev == "Climbing"    then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end
             EndScript
        End

        AnimationState = DECELERATE
            StateName = decelerate
            Animation = Moving
                AnimationName = GUGwaihir_HVRC
                AnimationMode = LOOP_BACKWARDS
                AnimationBlendTime = 7
            End
        End        

        AnimationState = MOVING
            StateName = Moving
            Animation           = FLYA
                AnimationName     = GUGwaihir_IDLA ;GUGwaihir_FLYA
                AnimationMode     = LOOP
                AnimationBlendTime  = 12
                AnimationSpeedFactorRange = 0.9 1.1
            End
            ; BeginScript
                 ; Prev = CurDrawablePrevAnimationState()
                 ; if Prev == "Idle"    then CurDrawableSetTransitionAnimState("Trans_Begin_Moving") return end
             ; EndScript
        End
           TransitionState = Trans_Begin_Moving
               Animation = Transition
                   AnimationName = GUGwaihir_HVRC
                   AnimationMode = ONCE
                   AnimationBlendTime = 4
               End  
           End            

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

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

        AnimationState = DYING DEATH_1
            StateName = DYING
            Animation = DyingA
                AnimationName = GUGwaihir_DIEE
                AnimationMode = ONCE
                AnimationBlendTime = 4
            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
                AnimationBlendTime = 9
            End
    End




    End

next u need to: 

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 

u also need to add GIANT_BIRD to the kindof of the fellbeast and eagle 

and done :)


Edited by Miraak5, 20 December 2017 - 03:14 PM.

He was the first...


#356 NewErr

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Posted 19 December 2017 - 08:08 PM

Uhm.. Mind if I use this also? :p



#357 Miraak5

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Posted 19 December 2017 - 08:24 PM

u can :) but if it's for bfme2 u need to take these 3 anims from bfme1 (EA keep eagle anims in bfme2 W3D but not fellbeast one) 

cufellbst_diem, cufellbst_dien and cufellbst_dieo


Edited by Miraak5, 19 December 2017 - 08:26 PM.

He was the first...


#358 Miraak5

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Posted 20 December 2017 - 09:08 PM

Do you will add the orc pikeman ? I know they were pre e3 but their model are still ingame and work with uruk pikeman anims
The model might just need little rework

He was the first...


#359 Maximan

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Posted 21 December 2017 - 01:09 PM

Maybe, not sure yet, since I feel like Mordor might be too strong, with a large spam of orcs and some pikemen.



#360 Miraak5

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Posted 22 December 2017 - 07:26 PM

yeah maybe

if u add them they should not be free

 

 

 

PS: so did the code worked ? i hope so :)


Edited by Miraak5, 22 December 2017 - 07:28 PM.

He was the first...





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