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constermonster

Member Since 08 May 2008
Offline Last Active Feb 05 2010 12:29 AM

Topics I've Started

modifying anim's - how do I find key frames for specific bones.

19 May 2009 - 11:22 PM

Well, the title pretty much explains itself. I have modified gimli's skin, given him a one-handed axe and a sheild, and bound him. Now I want to be able to modify his animations, (seeing as that will save so much time, and use bfme's motion cap to my advantage), to work with the new geometry.

in short, when i look at the time line in renx, it shows each key frame. What I want to find out is, how to find a list of key frames for, say, B_UARML, so I can modify his sheild arm's actions, but keep his step forward and retreat, as well as the motion of his spine and beard.

If its possible does anyone know how?

EDIT: Also, how do you create a weld? eg, i want to put a head from one model onto another one

Animation difficulties - creating new skeleton for unit

18 May 2009 - 12:33 AM

I am trying to make a dwarven unit. The basic Idea is that he's derived from Gimli, but he does not have a cape, and his soldiers are raised slightly to give the appearance that he's wearing heav armour. I have bound the model to the point that I can animate him within the renX program - using rob's tutorial; and exported him in w3d format

My problem is, when I try to animate the character, I can not use gimli's animations in w3d viewer - he just stands still while the frames tick by. Could the problem be that I removed his cape bones? I tried generating a new skeleton without the cape bones (in w3d exported as skeleton only) and a new animation (w3d exporter animation only), and made both the animation and the model exported using the skeleton I had modified and exported, but to the same effect.

Basically, how do I create a new skeleton and animation.

Please help me with INI

06 July 2008 - 06:39 AM

Hi I really need to know what files to deal with if i want to modify, add or remove shadows from various characters. i think it is possible to give all characters 3D shadows because the units carrying the battering ram and on buildings have shadows. Ithink it is even possible without the use of modeling or skinning. I think i will use this as my first mini mod if no one else does it first. I also need to know where i can find information on how to format my mod so I can use it.
Thank you for your help! the ConsterMonster

Hobbit mod - patch version

14 June 2008 - 10:39 AM

I just want to find out which patch everyone likes more, 1.03, or 1.02, so I can decide wether to make a mod for 1.03. I like 1.02 more, which is why I am making my mod for it.

The Hobbit mod-NEW!

14 June 2008 - 09:15 AM

Hi, I'm the Conrad, here are some of the first screens off the mod I started work on about a month ago, this is my first mod, but I'm not going to let that bring me down. Recently, I haven't been able to work on it too much because of exams, which aren't over yet.
My goal in this mod is to keep as true to the game as possible, and just add 2 factions - the goblins and the dwarves. One warning however-the first version of the mod will be for the patch 1.02, which is my favourite edition of the game. However, depending on how difficult it is, I wil make a mod for 1.03 if I can. Here is a list of the units, buildings, and upgrades for the game-all of which are pretty well finalized. The only thing I'm not sure about is the dwarven heroes-I wil come back later on that. Powers will be updated later.

The Dwarves

Units(all infantry but berserkers have 5 dwarves each)-Dwarven Warriors(100, Tunnel, 10cp), Dwarven Archers(300, archery range, 15cp), Dwarven halberdsmen(200, rank 2 tunnel, 15cp), Dwarven Vault Guard(400, rank 2 tunnel, 15cp), Dwarven Berserkers(100, rank 2 tunnel, 4cp), Dwarven chariot(800, workshop, 20cp, garrisonable), Dwarven Catapult(100,workshop,5cp)

Buildings-Mine, Tunnel, Archey range, Workshop, Stoneworker, Keep, Mountain Spring, Heroic Statue, Farm(outpost only)

Defenses-Tower, Catault, Postern Gate

Upgrades-Heavy armour(all except berserkers), fire arrows(archers), forged blades(warriors, halberdsmen, and Vault Guard) Banners(all infantry but berserkers) Horse armour(chariot)

Formations-Block(warriors), porcupine(halberdsmen), Wall(vault guard)

Combos-All units can garrison inside the chariot-will not die if chariot is destroyed, but will take damage. Archers and Halberdsmen can attack from within. Archers can form up with Halberdsmen and swordsmen. Halberdsmen can form with vault guard to make slow moving tank. :p


Goblins

Units-Goblin warriors(0, tunnel, 20cp, climb walls), Goblin Archers(300, tunnel, 30 cp,climb walls), Goblins Spearmen(300, rank 2 tunnel, 30cp, climb walls), giant spider(200, spider burrow, 10 cp, poison, climb walls), Troll(1400, troll pit, 15 cp, can throw rocks with both hands as far as a seige machine, can pick up rocks from empty ground on toggle, little better than regular troll in melee), wargs(800, warg camp, 20cp, howl, better than unupgraded warg riders).

Buildings-Slaughterhouse, furnace, tunnel, warg camp, goblin hoard, troll pit, spider pit.

Defenses-tower

Upgrades-Banner(uruk drummer for infantry, warg that's 10% larger and 30% darker), fire arrows(archers), warg armour(wargs)

formations-spearmen(porcupine), wargs(line)

Combos-All goblins can form up with each other, and all units can form up with a spider.


Here are some of the first renders, all these models are bound in renx except the troll-those spikes will be hard to do.
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[img]http://lucuqq.bay.livefilestore.com/y1pdUl2UbA4KU_vgq2YTmJEsJpz9Qr1u4LaAi_VAfW1ZLcMwon2b8CSvLyLuZPI23onrVI80KQcTvvHLsQxsDBelQ/Goblin%20Attack%20troll.jpghttp://lucuqq.bay.livefilestore.com/y1pdUl2UbA4KU_vgq2YTmJEsJpz9Qr1u4LaAi_VAfW1ZLcMwon2b8CSvLyLuZPI23onrVI80KQcTvvHLsQxsDBelQ/Goblin%20Attack%20troll.jpg[/img]
[img]http://lucuqq.bay.livefilestore.com/y1pdUl2UbA4KU_W-lWLKlBJK30HjudID8ZnGgvVK5FLIcvdoxB3VNjRt8qQBj2Xyf4gaeo8dwNJQcmpeqzOBxdYZg/Goblin%20Banner.jpg[/img]
[img]http://lucuqq.bay.livefilestore.com/y1pdUl2UbA4KU91OWy96S4D83iLomjYH6WMnVkLvuupF3Th_kxRuovqNjPgYvP1TYeWQ10XXyq0ivT8ESYVKur80w/Goblin%20Spearman.jpg[/img]
[img]http://lucuqq.bay.livefilestore.com/y1pdUl2UbA4KU9f1J5IDm1Pc_q-_TFPRjU1Eqb8KVdTYGFksw-YKEsOzHMfob45Bw5rr4_902CCzGJSShjYf9AkYg/Goblin%20Warrior.jpghttp://lucuqq.bay.livefilestore.com/y1pdUl2UbA4KU9f1J5IDm1Pc_q-_TFPRjU1Eqb8KVdTYGFksw-YKEsOzHMfob45Bw5rr4_902CCzGJSShjYf9AkYg/Goblin%20Warrior.jpghttp://lucuqq.bay.livefilestore.com/y1pdUl2UbA4KU9f1J5IDm1Pc_q-_TFPRjU1Eqb8KVdTYGFksw-YKEsOzHMfob45Bw5rr4_902CCzGJSShjYf9AkYg/Goblin%20Warrior.jpghttp://lucuqq.bay.livefilestore.com/y1pdUl2UbA4KU9f1J5IDm1Pc_q-_TFPRjU1Eqb8KVdTYGFksw-YKEsOzHMfob45Bw5rr4_902CCzGJSShjYf9AkYg/Goblin%20Warrior.jpg[/img]
[img]http://lucuqq.bay.livefilestore.com/y1pdUl2UbA4KU82S-QMuE193kQSZkKOSKTUYG0NO8ZFGve_LS8I7EeATtN87jBzMGOg5pa3smQrRert5xPANn84bg/Goblin%20Smaug.jpg[/img]

Feel free to post any comments and suggestions that you might have, I'll soon be setting up a website for the mod if I can. :huh: