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MattTheLegoman

Member Since 30 Jan 2011
Offline Last Active Jan 12 2021 11:07 PM

#1080323 Age of the Ring - ObjectFilter::resolveNames specified - Crash on launch

Posted by MattTheLegoman on 17 March 2018 - 12:08 AM

If you did you should read the instructions.

 

http://www.moddb.com...the-golden-wood




#1080003 Can I use mods to play with friends online?

Posted by MattTheLegoman on 14 March 2018 - 01:21 AM

Yes, yes you can.




#1079683 [Tutorial] Guide to Clouds and Macrotextures

Posted by MattTheLegoman on 11 March 2018 - 08:07 AM

This is a guide to changing the cloud textures, macrotextures and ambient lighting of your RotWK map. It is a BfME Worldbuilder tutorial.

A lot of my more recent maps for The Age of the Ring use a unique cloud texture or macrotexture where appropriate.

This is what you will need before starting.

  • Extracted textures and maps from BfMEII and RotWK. Use FinalBig.
  • A text editor. I use Notepad++.

Method One
There isn't a way to edit the cloud texture or macrotexture in Worldbuilder. But you can use different cloud textures and macrotextures and here is the easiest way to do that.

  • Sort through the vanilla maps for a cloud texture and macrotexture that you want
  • Clear the map
  • Start creating your new map

Method Two
This is method two, and what I am writing this tutorial on. If you want to edit your map's cloud texture while you are creating your map then you must remember that the texture name must be the same number of characters.

  • Edit - Edit Map Settings... - Compression dropdown box
  • Save your map with No compression
  • Open your map with Notepad++
  • Ctrl-F to bring up the Find dialogue
  • Type this in to search for it .tga
  • If you have plenty of water bodies on your map you will be searching for a while
  • Once you find your map's cloud texture select just the name and look below at the status bar of Notepad++, it will give you the selection's character count (the number is after "Sel : " and is the second to last number on the status bar)
  • The default cloud texture TSCloudMed.tga has 10 characters in the name TSCloudMed
  • Change it to a texture with 10 characters
  • If your mod adds new cloud textures I recommend naming them the same length as the default cloud texture, 10 characters
  • TSNoiseUrb is the default noise texture, it is 10 characters too, you can change it too
  • A list of cloud textures that I found in the games' extracted textures are as follows

9 Characters
cm1_cloud
cm2_cloud
cm3_cloud
cm4_cloud
cm7_cloud
cm9_cloud

10 Characters
tscloudmed
tscloudsun
tscloudwis
cm5a_cloud
cm5b_cloud
cm8a_cloud
cm8b_cloud
cm8c_cloud
cm10_cloud
cm11_cloud
cm12_cloud
cm13_cloud

11 Characters
cm11a_cloud

  • There might be more cloud textures, and there are a few macrotextures in the compiledtextures/ts folder
  • As you can see you could also search for "cloud" in the search dialogue
  • You can now save your map in Notepad++ and reopen it in Worldbuilder or ingame to test it out.
  • You can use the same method seen in the Blue Mountains map or Minhiriath to change the colour of the map by repurposing the macrotexture or the cloud texture. Both have a blend mode, but I am still developing the method and learning what the blend modes do.

Ambient Lighting
In-game, clouds are a form of ambient lighting. Clouds colour everything on the map: objects, terrain and units. For example, in a map like Blue Mountains, the cloud texture is replaced by an ambient lighting map. This texture is coloured black and white, white are areas of the map in light and black are areas of the map in darkness.
 
The macrotexture colours just the terrain. For example, the Dol Guldur map has ground shading done by a stretched macrotexture. Another example is an unused Minhiriath macrotexture, the map has three sections to it, the Old Forest, a dark and foggy swamp and the green Barrow-downs, each section has a different colour intended to blend with the map.
 
A picture of the Dol Guldur ambient lighting and as seen on the map with terrain removed.
jmER7yfm.png96aI6V7m.png

To set up a cloud texture as ambient lighting follow these instructions. Again you will need the map set to no compression, I work with a map using no compression as it reduces saving time.

  • In Worldbuilder click Edit, Edit Map Settings, and set Compression to No compression
  • In Notepad or Notepad++ edit the map and click Search, Find, and search for .tga, you will find both TSNoiseUrb.tga and TSCloudMed.tga if you are editing a default map. Noise is for the macrotexture.
  • Replace the cloud texture with you ambient lighting texture. The filename must be the same length as the filename already there. TSCloudMed is 10 letters long
  • In your mod, the file can be a compressed dds file, and it must be added to the asset.dat like normal textures
  • Add the following code to your map.ini
Weather
	CloudTextureSize = X:1000 Y:1000
	CloudOffsetPerSecond = X:-0 Y:-0
End
  • CloudTextureSize is the "size in world units that one repetition of the cloud texture spans", this should be the size of your map, or otherwise aligned to where you want the ambient lighting texture to be placed and repeated
  • CloudOffsetPerSecond is the "offset in texture units that the cloud texture moves per second", you will want your ambient lighting texture to not move so set it at 0.

Three warnings

  • Your map will look bad if you abuse this method by modding in a crazy cloud texture
  • Backup your map
  • If your map is pink then you've used the wrong texture. Commonly you've got the wrong character length in the name.

Post Effects/Lookup Table/Volume Map [NEW]

Post effects are an extra way to light your map. The effect is applied last and will change all the colours according to a lookup table. For example, you can use the Withered Heath lookup table to desaturate all colours on your map. I assume you've extracted the art files from the game. As above I warn you that this will look bad if you abuse it.

  • In World Builder click Edit and then Edit Post Effects
  • In the Post Effects Options tick the checkbox to Enable Post Effects
  • The dropdown box only has one option, Looup Table. CnC3 has more options there.
  • In the Parameters section Blend Factor will change how strong the post effect is and Volume Texture (Lookup Image) is where you choose your lookup table.
  • These are the available lookup tables, you can find them in art/compiledtextures and the filenames start with v. The v is for volume map as that is another name for what they are.

vbluemtns_vol

vminastirith_vol

vmirkwood_vol

vrivendell_vol

vweathertop_vol

vwheath_vol

  • I don't know how to create custom volume maps/lookup tables yet. I believe that the NVIDIA Photoshop plugin has a feature that creates them but I haven't tried it yet. If you know how to make them please reply here or message me.

Updates

  • I might add some samples of the available cloud textures so you may choose one without as much trial and error.
  • I should create another article with details about my advanced methods to creating terrain.



#1078194 Haradwaith Proposal

Posted by MattTheLegoman on 20 February 2018 - 03:35 AM

Thanks for your research into zombies.

 

The architecture concept art that you linked is by Angelique Shelley, a fantastic artist. I'm going to link it properly here.

 

Palace of the Corsairs, Umbar

oMZ0nJ0m.jpg

 

The Market of Umbar

ge3IYFFm.jpg

 

Umbar Gates

6zrSFCbm.jpg

 

The Golden City of Umbar

FaSm7pPm.jpg

 

Trading Oliphaunt

taOVEoxm.jpg




#1072380 Erebor Faction Plan

Posted by MattTheLegoman on 23 November 2017 - 09:01 AM

It looks nice but I know that Mathijs and the rest of the team will want an icon/logo. As a graphics designer myself I have really been enjoying the work they put into the icons to mae them recognisable.


#1071639 Sound bites for AotR

Posted by MattTheLegoman on 10 November 2017 - 06:04 AM

https://mega.nz


#1067487 Reference pictures

Posted by MattTheLegoman on 25 September 2017 - 08:19 AM

That would require full book scans.


#1062706 Ridder Clan Mod - The reawakening

Posted by MattTheLegoman on 24 July 2017 - 08:13 AM

Fantastic news NewErr!




#1056690 The Nazgûl Family

Posted by MattTheLegoman on 21 April 2017 - 02:32 AM

Hey cool! I'm so happy for you!

 

Nazgul, take as much of a break as you need, NJM and I are helping out with AotR at the moment while you take your break. We are covered while you are away. I will say to you, please make sure your family is first. =D




#1056392 Erebor Faction Plan

Posted by MattTheLegoman on 15 April 2017 - 05:37 AM

Saruman has got an idea with the fire-retardant Wyrm Slayers, they should certainly be that from the get go.




#1055659 Ruins of Ost-in-Edhil, a tournament map

Posted by MattTheLegoman on 31 March 2017 - 09:33 AM

G'day Revora! My newest map is available to download. It is a two player mirror map with a bunch of nifty features, including the chaotic Gates of Ost-in-Edhil!

https://www.gamerepl...iew=getlastpost

 

WyQyik8.png




#1050531 Showcase & Sneak Peeks

Posted by MattTheLegoman on 12 February 2017 - 03:29 PM

Remember this day little brother. Today, life is good.




#1044593 Tomasz_exe's maps/ideas

Posted by MattTheLegoman on 26 December 2016 - 03:28 PM

Firstly, if your computer can handle it, keep the game open and your character in that area so you can walk around the landscape and create as you experience. ;)

 

Sounds like a good idea! Is there any chance you can adapt the Witcher's concept to something unseen yet in Middle-earth?




#1041727 Why the Greatest Kingdom in Middle-earth is Unmappable

Posted by MattTheLegoman on 23 November 2016 - 03:10 AM

So says one of the legendary {IP} mappers, and it shall be done sir!




#1041679 Why the Greatest Kingdom in Middle-earth is Unmappable

Posted by MattTheLegoman on 22 November 2016 - 02:39 PM

In this post, I will describe the technical difficulties involving the creation of an Erebor map for the Special Extended Edition, Director’s Cut. By now you have probably seen my latest The Lonely Mountain campaign map, a spectacular map that took the very best of what I am capable of right now, and it was nearly lost on the way. If you haven’t seen it yet, which is strange because I also plastered it on T3A:Online’s Facebook community, I will link my Youtube trailer at the end of this post.

 

The first challenge was gathering the required materials for such a map as Erebor. I was not going to do a botched job of hundreds of badly arranged objects, the worst kind of map in my opinion, and probably the worst because I would certainly love to do things the easy way. No, everything had to be carefully and purposely planned and laid out. Which is why I waited for a gate set. I had a gate in the oven but it was clunky and inaccurate, I’m only developing my skills with Blender. NewErr created had a gate and the great giant statues that stand in front, and this is from the days of An Unexpected Mod campaign mod, but he had recently completed it and was scouting for maps for his next release, Battle Under Trees.

 

I had been working on various things for the Dwarves in Director’s Cut, and part of that is creating the new maps that would go along with the next release with the Erebor faction and The Misty Mountains faction. Whenever I would plan out a possible map for Erebor I was always stumped. Such a map, one that would bring the Greatest Kingdom of Middle-earth to skirmish play, would be impossible in the game. Therefore, I would create multiple maps.

 

The possible map list for skirmish play includes:

  • An Erebor tournament map, mirrored and I am hoping to get some play-testers on board, nothing too fancy that would detract from the map
  • A Halls of Erebor map, set deep inside, with the mausoleum and treasure rooms, there would be a lot of height differences and tight corridors in this map, like my Goblin Town map.
  • The Mines of Erebor, just because of the vastness of Erebor, I don’t want to squeeze the many features of the place into one map. This map might have the forge.
  • Erebor, just as Erebor, with players outside and a player inside, the gate would be to scale, although the top part would be translucent for gameplay. This would be the fortress map and would not include any large part of Dale or Ravenhill, it would be focused on being a good fortress map.
  • The Lonely Mountain, a modified version of the campaign map. The campaign map does not require the building of structures, so I did not sculpt the terrain with large open and flat spaces as a priority, in fact I avoided anything not naturally sloped.

These are my concepts that take form as partial maps or sketches in my notepads. They are up for discussion and I would love to hear your ideas.