If you did you should read the instructions.
http://www.moddb.com...the-golden-wood
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Remember that all worlds draw to an end and that noble death is a treasure which no one is too poor to buy. - C.S. Lewis
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
Posted by MattTheLegoman on 14 March 2018 - 01:21 AM
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.
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.
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.
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
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.
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.
Weather CloudTextureSize = X:1000 Y:1000 CloudOffsetPerSecond = X:-0 Y:-0 End
Three warnings
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.
vbluemtns_vol
vminastirith_vol
vmirkwood_vol
vrivendell_vol
vweathertop_vol
vwheath_vol
Updates
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.
Posted by MattTheLegoman on 23 November 2017 - 09:01 AM
Posted by MattTheLegoman on 10 November 2017 - 06:04 AM
Posted by MattTheLegoman on 25 September 2017 - 08:19 AM
Posted by MattTheLegoman on 24 July 2017 - 08:13 AM
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
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.
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
Posted by MattTheLegoman on 12 February 2017 - 03:29 PM
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?
Posted by MattTheLegoman on 23 November 2016 - 03:10 AM
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:
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.