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Lauri

Member Since 02 Jul 2005
Offline Last Active Oct 11 2020 02:43 PM

#973075 SEE Fimbul

Posted by Lauri on 09 August 2014 - 10:49 AM

"If you want something, do it yourself"

"If you want something done, learn to do it yourself." It's not that people are going around and thinking "I don't want to help anyone", it's more like people who can already model\skin\rig makes their own stuff and doesn't need to trade. And I'll admit, I'm part of the majority that would rather make my own models, rather than trade for an alternative model. I could have rigged all of your units, but it's no fun to rig other peoples work. There's nothing in it for me. Remember, the reason I bound the goblin models was because I was curious to see how low I could go with the polys, and to prove a theory I had.

 

Then again, I'm also one of those who have contributed, no strings attached :p




#964885 Animation - single or multiple objects?

Posted by Lauri on 05 July 2014 - 03:10 PM

Result wise there's no difference. The quality of the bind comes from the amount of dedication you put in it. While primary rigging is quite easy once you get the hang of it, rigging to secondary bones (as Kwen mentioned) is what takes time to perfect. But even there it's quick to learn the most important parts.

 

But I would recommend Max. RenX tends to crash every now and then, and corrupts the file in the process.




#961116 Harad Fortress - concept!

Posted by Lauri on 16 June 2014 - 10:37 AM

Yes.i said it because i thought its racist.mosques are not for arabs.they are for muslems.mosques are in turkey,india,iran,north africa and arabs.they are for muslems who are maybe the most God-ish people.but in this faction you want to build a mosque for evilmen.thats offensive

He doesn't want to build a muslim mosque for the Harad faction, he wants to build a fortress. In that fortress, he would like a temple design to be used, because he think it looks awesome. As far as I know, arab muslims built the first mosque, and thus some mosques are indeed a part of an "arabic" theme, when it comes to architecture.

 

"Evilmen" aren't a proper term for the men who fought for Sauron. It's your perception of them. Muslims aren't "evilmen" just because a couple of them are terrorists.




#955447 Coding S.E.E. - DC

Posted by Lauri on 27 April 2014 - 12:06 AM

Did you even click on the link Matt?

 

sherv, what is the topic's name, the one you need to go to? I think it's safe for you to post your suggestion here, as you did, because it's pretty big. Unfortunatly, it's not going to happen. SEE was built on the idea of splitting up Rohan and Men, and thus we won't be seeing Hobbits as an own faction. Besides, there's only so much Hobbits can do anyways. Believe me, I've made a Hobbit faction once, although it was for BFME1.




#955416 -mod Command Question thread

Posted by Lauri on 26 April 2014 - 07:40 PM

You need to add the rank requirement. You can just copy this below, but take a look at Eomer how it works.

    Behavior = UnpauseSpecialPowerUpgrade ModuleTag_UnpauseLastStandAbility
        SpecialPowerTemplate = SpecialAbilityBoromirLastStand
        TriggeredBy = Upgrade_BoromirLastStand
    End
    Behavior = SpecialPowerModule ModuleTag_BoromirLastStandAbilityUpdate   
        SpecialPowerTemplate      = SpecialAbilityBoromirLastStand
        UpdateModuleStartsAttack  = No
        StartsPaused = Yes
    End

SpecialAbilityFakeLeadership and SpecialAbilityFakeLeadership2 are usually used, but if SpecialAbilityBoromirLastStand is the same thing then no matter.

 

edit: Might as well explain it. The UnpauseSpecialPowerUpgrade is obvious. The power isn't unlocked until Boromir get's said upgrade. In the SpecialPowerModule you see that the SpecialPower is the same as in the other one, which links it. The important thing here though is StartsPaused: That means that the power is "paused" by default, meaning it's not active. Then it get's unpaused, activated, when Boromir get's the upgrade.




#955208 -mod Command Question thread

Posted by Lauri on 24 April 2014 - 11:23 PM

1. You can move units out of evilfactionunits.ini safely, but you will have to include evilfactionunits.ini in your mod. If you delete it (to save space, for instance), it will crash at start-up. As long as you don't remove any .ini files that you edit, you'll be fine. Removing\adding, whatever works.

 

2. Did you follow my tutorial? Because there is no easier way, unless you invent a program to do that stuff automatically. If you do, let me know.

 

3. I don't believe you can split it up when using the -mod command. You can if your making the mod directly in BFME's installed folder, but then you'd be foolish and ruin everyone else's party. As you progress you'll start to ignore the small tweaks and code quite a few things before compiling the .big for testing. Besides, I don't see how having everything or just code in the .big would make a difference apart from taking more time to save and scroll.




#947917 05-02-'14: NDC's Enhanced W3D Importer

Posted by Lauri on 06 February 2014 - 06:04 PM

- Imported meshes can retain their binding upon import, meaning that you can make edits (move vertices, edit UV mapping, apply new textures) without having to rebind the model before exporting.

Really? I'll write that down as a + in my 'comeback' block.




#942142 How to make unit bigger

Posted by Lauri on 25 December 2013 - 06:33 PM

Scale = 1.1

 

That makes it 10% larger.

 

Scale = 0.7

 

That makes it a hobbit (30% smaller)




#935281 I'm Dumb

Posted by Lauri on 08 November 2013 - 09:01 PM

I'm Dumb

Hi Dumb, I'm Lauri. Pleased to meet you.




#934568 my mod idea

Posted by Lauri on 03 November 2013 - 11:06 PM

I will do it! When do you want me to be done?




#933835 A strange question

Posted by Lauri on 25 October 2013 - 12:07 PM

Well good fucking luck, Rymdapan.




#930534 Hmmm...?

Posted by Lauri on 09 September 2013 - 11:47 AM

The possibility of successfully entering the online server is approximately 3,720 to 1.




#930502 The "Post a Picture of Yourself" Thread

Posted by Lauri on 08 September 2013 - 06:17 PM

can't believe some of you guys let your bow draw that long




#929842 The "Post a Picture of Yourself" Thread

Posted by Lauri on 30 August 2013 - 10:49 PM

Wow. It's nice to have you here Chocolate Star, we need someone like you to tell us what is politically correct when it comes to looks. Boys with long hair, bah! Burn them. Girls with short hair are all lesbian, am I right? Fat people don't take care of themselves, don't give them a job. They'll always sneak away to eat some snacks.

 

Now I know there is no God. How could he allow the world to be so obsessed with looks? If you want to look good, fine! Go ahead, nobody's judging you. But if you don't care about how you look, then why the fuck should you be judged? Prejudice has no place here, or anywhere for that matter. I hope you'll learn that as you grow up.

 

What's your take on tattoos? I'm curious.




#928623 Shadow and Flame BETA 0.6 RELEASED

Posted by Lauri on 11 August 2013 - 02:45 PM

e7ow.jpg

 

BETA 0.6 RELEASED

 

------------------------------------

 

Good news, everyone!

 

 

I am proud to present to you the first beta release (0.6) of our Battle for Middle-earth modification, SHADOW AND FLAME.

 

As you might know, this mod adds GUNDABAD, a fully functional Evil faction, complete with all-new bases, structures, units, heroes, powers and upgrades. We've worked hard over the last two months to redesign and reimplement the faction to a higher standard of quality and integration within the original game.

 

To download and check out the mod, please click on this link.