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Raptor6

Member Since 29 Oct 2012
Offline Last Active Jul 02 2023 03:48 PM

Topics I've Started

Mirror rig conundrum

28 May 2023 - 11:21 PM

image.png?width=1311&height=618

 

I keep running into this problem. I made a big cat unit from one of the wolf models from AOTR mod, but the rig doesn't work from the left side of the mesh, only the right side and it controls both sides.

This happened because I deleted half the vertices prior so I can mirror the mesh and remodel it evenly.

Is there anyway to resolves this issue so I can pose the creature's limbs individually?


Mahud Chief

29 March 2023 - 11:52 PM

Just a minor complaint, I tried using the Mahud Chieftain's Beastmaster ability on a white wolf lair and it didn't work.

I checked the ini file and I found white wolves were not included in all the kinds of creatures this unit can tame


Moh's Production

20 November 2022 - 12:31 AM

Hey all, so I finally, just recently start dabbling in modifying some bfme models, but only so much so since I'm still new to Blender and the art of modding in itself; and w3d and BIG.files are whole other animals for me to tame.

Never the less I was able to make some minor accomplishments in this virtual medium.

My first test flight was with trying to redesign the mumakil and make them look more like elephants than in the films and the games, apply re-sizing and re-shaping their ears and adjusting their facial tissue between the trunk and the tusks from the skull up.

image.png?width=632&height=618unknown.png?width=714&height=618
unknown.png?width=1022&height=618image.png?width=887&height=618

I should also note I intended to use the newer models more akin to the films, courtesy of the team behind Age of the Ring mod, but my directory just gave me the same vanilla game model despite it's file name saying "mumamakilnew_skn.w3d"

Like I said, the game files are pretty tricky and they don't like to cooperate with me


AOTR Submod Concept: Return to Angmar

31 October 2022 - 02:48 AM

I am very new to modding, in fact I actually haven't started any mod work yet. I don't have 3Ds Max, but I do have Blender and hopefully with the right plug-ins this will be all I need to get started on developing my modding skills.

But for now I just wish to share my rough draft for a sub-mod of Age of the Ring.


 

Angmar was once a dark domain that loomed over the north of Middle-Earth. It was the kingdom of the Witch-King, the Lord of the Nazgul, who came to Angmar to establish his campaign to destroy the kingdom of Arnor. His dominion consisted of a diverse gathering of orcs and men, and other creatures from across the north, or possibly from elsewhere.

His reign was short lived though, for even after his triumph of over felling Arnor, an army of men lead by Prince Earnur, eir to the throne of Gondor itself, together with Glorfindel and his army of elves defeated the Witch-King’s army, and he retreated back to Mordor.

But even after Angmar fell, and the Witch-King fled, over the next thousand years, under the vision of the free peoples of the West, Angmar slowly but surely began to rebuild its strength; and by the time the dark lord, Sauron returned to Mordor along with all nine of his Nazgul, the fires of Carn-Dum itself too had been rekindled. Orcs had already been repopulating the Misty Mountains, and all manner of beasts and monsters have been prospering there as well as in Rhovanion, and even the cold confines of Forodwaith, and the darker corners of Eriador; and men too have been gathering up in the north, under the banner of the Witch-King’s crown.

The Witch-King did not return to reclaim the throne however, for he along with the other Nazgul had business elsewhere. Instead he entrusted his kingdom to his most devoted followers, back in his campaign and since.

 


Going by the prologue, In this sub-mod, this version of Angmar would be a poster child to the Witch-King’s reign to better fit with the timeline of The Hobbit and the Lord of the Rings for the Age of the Ring Mod. By the time 8.0 comes it would probably be a subfaction to Haradwaith, partly because it's pretty much a replacement for Vanilla Angmar from ROTWK

 

The main theme of the Angmar subfaction is the influence of magic, and its (albeit twisted) spirituality and connection with nature, which may’ve been how the Witch-King’s domain came to exist in the first place. This is what helps Angmar stand out more as a faction, even if it is a subfaction.

Here is a rough draft of my buildings and units so far

 

Attached File  Screenshot 2022-10-30 192309.jpg   115.83KB   13 downloads

Attached File  Screenshot 2022-10-30 192347.jpg   51.57KB   11 downloads

Attached File  Screenshot 2022-10-30 192406.jpg   46.7KB   12 downloads

Attached File  Screenshot 2022-10-30 192425.jpg   104.98KB   11 downloads

Attached File  Screenshot 2022-10-30 192441.jpg   35.18KB   10 downloads

Admittedly the roster does appear to be pretty chaotic, but after some testing I'll probably have to move some if not most of the units to other factions or even incorporate them as inn units.

I know I'm biting off more than I can chew here. It will be a lot of hard work, especially the modeling, animating, and eventual coding; and especially since I have ADHD, but it'll give me a chance to push my boundaries as a creator.

I'll try to showcase my actual modding skills as soon as I can Is the idea of an angmar subfaction appealing or not? Any units I should remove, or even replace with? Or should I just scrap it all together?

 

I'm always open to feedback.

 


Moh's Art

18 October 2022 - 12:37 AM

It's been so many years since I've been on this site, and I'm ecstatic to learn there's an art forum here. So for my first artistic contribution here's something recent I did; a territorial dispute between and Isengard Warg and a Venatosaurus from Skull Island.

(Sorry I don't know how to adjust the size of the image)


venatosaurus_vs_warg_by_moartproductions