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Ridder Geel

Member Since 09 Feb 2008
Offline Last Active Nov 03 2019 12:37 PM

#1102402 Celebration topic

Posted by Ridder Geel on 17 July 2019 - 12:28 PM

That's not enough elves, you need more...




#1099941 BFME 2 / ROTWK Code Reference

Posted by Ridder Geel on 25 April 2019 - 09:54 AM

Good day Modders!

 

Today I present a useful tool for those writing code for BFME 2 / ROTWK.

I have created a wiki which contains all kinds of information on the different modules for use in the Object class in BFME. This should help people out with figuring out if what they want to do is even possible in the SAGE engine.

Read more about it in this topic:

https://forums.revor...code-reference/

 

The plan is to expand the wiki to contain information on more subjects than the object modules, but this all depends on what areas people would like to get more information on.

I hope this code reference will be of use to many coders!




#1099940 Code Reference

Posted by Ridder Geel on 25 April 2019 - 09:39 AM

I proudly present the BFME2 / ROTWK Code Reference!
 
 
After many hours of work I managed to create this extensive wiki, it (should) contain every module and its properties used in BFME 2 / ROTWK.
As you might see it still requires some work, but the largest part is done, so I decided it was time to share it with all of you.
 
As mentioned in the index page of the wiki there are a few things to keep in mind:
This is not for BFME 1, however some of the information can be used there.
Most of these modules exist in BFME 2, however this wiki was created from ROTWK's files.
Certain parts of the documentation is not complete.
 
This topic is a place for everyone to request information that isn't available in the wiki and you believe should be, however I will not create a wiki for BFME 1 or BFME 2 specifically.
Feel free to notify me here about any information that seems incorrect or that you have more information on!
 



#1093571 SEE Iron Hills dwarves

Posted by Ridder Geel on 18 November 2018 - 06:11 PM

Rigging... always fun, gimme a poke, fairly sure i can make some time for you old friend :p

Back in the day it usually didn't take too long, and i need some practice with that stuff again :D




#1036659 Ranger only using sword

Posted by Ridder Geel on 18 August 2016 - 08:43 AM

you gotta switch the anims from the weaponset1 or something like that (don't have code in front of me) with the ones that don't have it.. :p

One set is used when its in that weapon toggled state and the other when its not, so switching the two should do that :p




#1033413 Build up Animation Problem

Posted by Ridder Geel on 04 July 2016 - 03:08 PM

It's probably because you are making a child object of that farm which probably already has a w3d define.. :p

So don't make it a child, locate the FarmInterface and copy the code that you need from there into your file.




#1031837 The Ridder Clan Mod V3.02 Release

Posted by Ridder Geel on 08 June 2016 - 09:16 PM

I assume there are .big files in the location where you put the exe right?

The missing game2.dat is not good, but nothing we cant fix, try downloading this fixer from moddb.

http://www.moddb.com...d-alpha-200-fix

Run it as administrator, see if the game2.dat appears or not, if not copy it from the BFME 2 game there.




#1031819 The Ridder Clan Mod V3.02 Release

Posted by Ridder Geel on 08 June 2016 - 03:53 PM

It needs to be in the '\Ridder Clan\The Lord of the Rings, The Battle for Middle-Earth II - RC Mod\game' folder :p

But no if you want to play lan you need to either mount a virtual cd, which we have for download on moddb, or using one from rotwk should work as well.




#1031064 The Ridder Clan Mod V3.02 Release

Posted by Ridder Geel on 25 May 2016 - 06:01 PM

And now more than a year after the release... Version 3.02

 

sshot0005.jpg

 

After quite a busy year with other things in life I have finally been able to round up something that is worth releasing. I just kept wanting to add to the list of bugs to fix and features to add...

This took way too long, so now after all this time I have decided to compile a working patch for the fans, which I hope are still out there, and uploaded it just now.

 

A small list of bugs that have been fixed and things that have been added in this patch:

  • The T3A Rivendell map made by Matt The Legoman (newspost here)
  • Added Galdor as a playable hero for the Elves
  • Added a summon Mithlonds spell to the Elves' spellbook
  • Create-a-Character should be able to attack, gain xp, and hide stuff correctly
  • You should get 2 porters in the BFME 2 mode
  • Commandpoint text for the elven units are correct
  • Elven forge can go higher than lvl 1 in BFME 1 mode

(Mind you this is not everything, the amount of bug-fixes have been fairly large, so I might have overlooked something)

 

Now this may not seem like much, but since Christmas I have been unable to work on the mod due to my computer being broken until a month ago, and before all that I've been working full time, which takes up quite a lot of energy and time. After getting my computer working again and recovering the modding files I have attempted to work on implementing the BFME 1 AI, but this had already taken way too much time, so I decided to start cleaning files up in order to bring you guys a release.

Please give us feedback on the mod and let us know of any bugs you do encounter, and also just give out a shout to know that you are actually still playing the mod and all that. It helps knowing (motivation wise) that people actually play the mod and that we are not working on it for nothing!

All this being said, I hope you fans enjoy getting this patch and are able to update without much problems. I will try to make smaller patches if we do encounter problems with the mod!

 

-The Ridder Clan Mod Team (Ridder Geel & NewErr(Valaquenta10))




#1023421 Stay Bodies

Posted by Ridder Geel on 12 January 2016 - 06:34 PM

Sink is the body going a bit lower into the ground.

Destruction is the actual deletion of the object.

Both are probably in Milliseconds.




#1021112 SAGE Engine limitations?

Posted by Ridder Geel on 17 December 2015 - 06:00 PM

Alpha is mostly slower when you actually alpha blend, if you do the alpha cutting or however the method is called in BFME it should just not render the parts that have alpha, though the edges won't be smooth :p

But all this stuff really just depends on the engine and all that...

Also at a certain amount of vertices and all that the engine would simply crash due to you exceeding the amount of indices available ;)

Not entirely sure if they used shorts or integers or whatever, but depending on that... things could get interesting :p

To keep it simple though, as said before, optimize when possible, it's an amazing skill to have, one which some of my colleagues lack, which is actually quite annoying at times. Most of all, just test things out yourselves.

It's heavier to have a lot of different textures rather than more polygons, although this could also depend slightly on how the engine handles all this :p




#1016371 BFME1 Gondor base

Posted by Ridder Geel on 14 October 2015 - 04:35 PM

The missing random wall segments is due to slight changes in the geometry collision stuff for BFME, what I did to solve this was disable the geometry collision things and enabled them after the wall pieces had been spawned.

What did you do to try to unpack gondor?

Also Gondor does not exist as a side, so unless you made that, that may be the problem :p




#1012017 Westernesse

Posted by Ridder Geel on 19 August 2015 - 12:20 PM

Yea probably the start of university :p

But don't worry, everyone returns at some point.. there is no leaving this place ;)




#1011347 Nazgûl's models

Posted by Ridder Geel on 12 August 2015 - 08:16 AM

How very ugly... in a good way tho i suppose :p




#1010675 3ds Max 8 and Windows 10

Posted by Ridder Geel on 05 August 2015 - 09:51 AM

Awesome -_-