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#61 Maximan

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Posted 12 March 2014 - 11:15 AM

That's a super cool looking scene too!

glad you enjoyed it :)



#62 Fudge

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Posted 13 March 2014 - 08:44 PM

Very impressive! It's a very different looking game now, obviously I mean that in a good way.



#63 Mathijs

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Posted 13 March 2014 - 09:10 PM

Yeah this looks very cinematic. Well done!


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#64 {IRS}Athos

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Posted 14 March 2014 - 05:03 AM

I'm quite impressed by the way it looks, though I do have one nitpick: I was distracted by the collision issues of that one horde of orcs. Otherwise, with a few fancy camera angles it would be indistinguishable from a good chunk of the opening cutscene footage. :good:
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#65 Maximan

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Posted 14 March 2014 - 05:50 PM

Very impressive! It's a very different looking game now, obviously I mean that in a good way.

 

Yeah this looks very cinematic. Well done!

Thanks :)



#66 Maximan

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Posted 14 March 2014 - 05:53 PM

I'm quite impressed by the way it looks, though I do have one nitpick: I was distracted by the collision issues of that one horde of orcs. Otherwise, with a few fancy camera angles it would be indistinguishable from a good chunk of the opening cutscene footage. :good:

Well, I noticed that too, I hope I'm able to fix it, to implement a clean new Cinematic fight with Horde groups.



#67 Maximan

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Posted 21 March 2014 - 06:44 AM

Isildur's new animations(Final):



#68 Kwen

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Posted 21 March 2014 - 09:16 AM

The binding looks a bit poor. You might want to try some secondary binding to smooth out those movements a bit. There is some very unnatural looking stretching of the mesh going on.


Edited by Kwen, 21 March 2014 - 09:19 AM.

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#69 Maximan

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Posted 21 March 2014 - 12:42 PM

The binding looks a bit poor. You might want to try some secondary binding to smooth out those movements a bit. There is some very unnatural looking stretching of the mesh going on.

using EA's model ;) and that is the texture, if i am correct


Edited by Maximan, 21 March 2014 - 12:43 PM.


#70 Kwen

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Posted 22 March 2014 - 03:08 AM

Well it could really stand to be binded a different way. :p


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#71 Rob38

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Posted 31 March 2014 - 07:31 PM

Your mod intrigues me, and I like what you have done so far.  :thumbsupsmiley: I have a couple of quick questions (out of my own curiosity).  First, how do you create new animations for the units.  Do you happen to use this setup and method found here?  Second, how did you remove geometry limitations only when the units are moving?   


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#72 Maximan

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Posted 01 April 2014 - 03:46 PM

Your mod intrigues me, and I like what you have done so far.  :thumbsupsmiley: I have a couple of quick questions (out of my own curiosity).  First, how do you create new animations for the units.  Do you happen to use this setup and method found here?  Second, how did you remove geometry limitations only when the units are moving?   

I use sorta the same, I use the setup EA did which is kinda like that (We got a look at what the leet animator did once in a video EA made, and from there I got the setup) . And also about the geometry that's in the ini.big, AiData.ini if i am correct..


Edited by Maximan, 01 April 2014 - 03:48 PM.


#73 Rob38

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Posted 02 April 2014 - 03:13 AM

That reminds me.  Is there any way we can view the Inside The Battle videos EA made in high resolution?  Having a hard time finding them.


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#74 Maximan

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Posted 02 April 2014 - 04:56 AM

That reminds me.  Is there any way we can view the Inside The Battle videos EA made in high resolution?  Having a hard time finding them.

i use the ones on youtube so i don't really know tbh



#75 Rider of Rohan

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Posted 02 April 2014 - 12:42 PM

I have them on my laptop, the highest resolutions ever released for those videos were 400 x 300 pixels.


Edited by Rider of Rohan, 02 April 2014 - 12:43 PM.

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#76 Rob38

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Posted 03 April 2014 - 03:25 AM

Ah, so I guess I have seen the best versions of them already.


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#77 Maximan

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Posted 04 April 2014 - 07:39 AM

New Fire Arrows(Made by ROR), and new catapult functions added(made by me).

 



#78 Lauri

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Posted 04 April 2014 - 10:56 AM

Sorry, but I didn't see any new catapult function?

 

And I would recommend that you add fire arrows to the actual archer model. Right now they've got normal arrows when they draw, and fire arrows when they release.

Oh, and they're buggy. If you stop it at 1:54, you'll see that the fire arrows in the upper left corner are actually flying behind the buildings there, but they still show infront.. Guess that's on RoR :p


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#79 Maximan

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Posted 04 April 2014 - 11:08 AM

Sorry, but I didn't see any new catapult function?

 

And I would recommend that you add fire arrows to the actual archer model. Right now they've got normal arrows when they draw, and fire arrows when they release.

Oh, and they're buggy. If you stop it at 1:54, you'll see that the fire arrows in the upper left corner are actually flying behind the buildings there, but they still show infront.. Guess that's on RoR :p

The new Catapult function is basically making it more realistic as in pieces falls out of the ball as it falls, troops gets knockedback

 

The reason they don't have the Fire Arrow texture is because they didn't have it in the e3, I might wanna add it tho anyways. About the arrows at 1:54, thanks for pointing it out, it's gonna be fixed ASAP.


Edited by Maximan, 04 April 2014 - 11:10 AM.


#80 Maximan

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Posted 06 April 2014 - 08:02 PM

Proudly present, Legolas vs Mumakil:

 

 

Animation by: me


Edited by Maximan, 07 April 2014 - 05:16 AM.





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