Jump to content


GiushFirst

Member Since 26 Dec 2020
Offline Last Active Jan 22 2021 03:57 AM

Posts I've Made

In Topic: Problem with geometry

21 January 2021 - 11:40 PM

I decided to make the castle of Mordor in the style of BFME I. created a model of the wall of Mordor based on the model of the wall of Rohan so that the geometry of the model matches. then Rohan's base was remade into Mordor.

I started the game, hired warriors and this is where my problems began: the units ignore the wall and go through it.

Then I wrote the code of the wall of Rohan into the code of the wall of Mordor (I left only the name from Mordor) and it worked. Units no longer ignored the wall and could walk on the wall.

Is it my model's fault? But I don't understand what I'm doing wrong. I'm making a platform(P1) so that units can walk on it.


Here is a video of what my problem looks like:


In Topic: Walls, and their export mechanics and whatnot

21 January 2021 - 11:37 PM

I decided to make the castle of Mordor in the style of BFME I. created a model of the wall of Mordor based on the model of the wall of Rohan so that the geometry of the model matches. then Rohan's base was remade into Mordor.

I started the game, hired warriors and this is where my problems began: the units ignore the wall and go through it.

Then I wrote the code of the wall of Rohan into the code of the wall of Mordor (I left only the name from Mordor) and it worked. Units no longer ignored the wall and could walk on the wall.

Is it my model's fault? But I don't understand what I'm doing wrong. I'm making a platform(P1) so that units can walk on it.


Here is a video of what my problem looks like:

 


In Topic: BFME1 style castles in ROTWK

20 January 2021 - 07:40 PM

Hello, I want to create a Mordor base in style BFME 1

I created a model of the wall of Mordor but stumbled upon a problem: units go through walls. despite the fact that I have registered code - WallBoundsMesh = P1

 

Object MordorCastleWall
        
        SelectPortrait = BPCastleWall

    Draw = W3DScriptedModelDraw Draw_Wall
    
        OkToChangeModelColor = Yes

        WallBoundsMesh = P1

        DefaultModelConditionState
            Model = MBCASTWALL
        End

        ModelConditionState = WORLD_BUILDER
              Model = MBCASTWALL
          End

        ModelConditionState = BASE_BUILD
              Model = MBCASTWALL_A
          End
        AnimationState = BASE_BUILD
            StateName = STATE_None
            Animation
                AnimationName = MBCASTWALL_A.MBCASTWALL_A
                AnimationMode = ONCE
                AnimationSpeedFactorRange = 2.0 2.5 ; keep range wide to avoid lockstep anims
            End
        End    
        
        ModelConditionState = JUST_BUILT
              Model = MBCASTWALL_A
          End
        AnimationState = JUST_BUILT
            StateName = STATE_None
            Animation
                AnimationName = MBCASTWALL_A.MBCASTWALL_A
                AnimationMode = MANUAL
            End
            Flags = START_FRAME_FIRST
        End

        ; Need to enforce this model for this state because we can
        ; repair a numenor upgraded wall.
        ModelConditionState = ACTIVELY_BEING_CONSTRUCTED UPGRADE_NUMENOR_STONEWORK
              Model = MBCASTWALL_UA
          End
        AnimationState = ACTIVELY_BEING_CONSTRUCTED UPGRADE_NUMENOR_STONEWORK
            Animation
                AnimationName = MBCASTWALL_UA.MBCASTWALL_UA
                AnimationMode = MANUAL
            End
            StateName = STATE_None
            Flags = START_FRAME_FIRST
        End    

        ModelConditionState = ACTIVELY_BEING_CONSTRUCTED
              Model = MBCASTWALL_A
          End
        AnimationState = ACTIVELY_BEING_CONSTRUCTED
            Animation
                AnimationName = MBCASTWALL_A.MBCASTWALL_A
                AnimationMode = MANUAL
            End
            StateName = STATE_None
            Flags = START_FRAME_FIRST
        End    
        
        ; DAMAGED ----------------------------------------------------------------------------------------------------------------
        ModelConditionState  = DAMAGED UPGRADE_NUMENOR_STONEWORK
            Model         = MBCASTWALL_UD1
        End
        
        ModelConditionState  = DAMAGED 
            Model         = MBCASTWALL_D1  
        End

        AnimationState = DAMAGED
            StateName = STATE_None
;            EnteringStateFX = FX_MinWallATransitionDamaged
        End
 
        ; REALLYDAMAGED ----------------------------------------------------------------------------------------------------------------
        TransitionState = TRANS_U_IntoReallyDamaged
            EnteringStateFX        = FX_BuildingReallyDamaged
            Animation = D2
                AnimationName        = MBCASTWALL_UD2.MBCASTWALL_UD2
                AnimationMode        = ONCE
                AnimationBlendTime    = 0
            End
        End
        ModelConditionState  = REALLYDAMAGED UPGRADE_NUMENOR_STONEWORK
            Model         = MBCASTWALL_UD2
        End
        AnimationState = REALLYDAMAGED UPGRADE_NUMENOR_STONEWORK
            StateName = STATE_ReallyDamaged
             Flags = START_FRAME_LAST
            Animation                = ReallyDamagedanimation
                AnimationName        = MBCASTWALL_UD2.MBCASTWALL_UD2
                AnimationMode        = MANUAL
                AnimationBlendTime    = 0
               End
            BeginScript
                Prev = CurDrawablePrevAnimationState()
                if Prev == "STATE_None" or Prev == "STATE_Rubble"
                then
                    ; Only play the really damaged anim if we havn't come from another really damaged.
                    CurDrawableSetTransitionAnimState("TRANS_U_IntoReallyDamaged")
                end
            EndScript
        End

        ModelConditionState  = REALLYDAMAGED
            Model         = MBCASTWALL_D2
        End
        AnimationState = REALLYDAMAGED
            StateName                = STATE_ReallyDamaged
            Animation                = ReallyDamagedanimation
                AnimationName        = MBCASTWALL_D2.MBCASTWALL_D2
                AnimationMode        = ONCE
               End
        End

        ; RUBBLE ----------------------------------------------------------------------------------------------------------------
        TransitionState = TRANS_U_IntoRubble
            Animation = D3
                AnimationName        = MBCASTWALL_UD3.MBCASTWALL_UD3
                AnimationMode        = ONCE
                AnimationBlendTime = 0
            End
        End
        ModelConditionState  = RUBBLE UPGRADE_NUMENOR_STONEWORK
            Model         = MBCASTWALL_UD3
      ParticleSysBone NONE BuildingChunkBitsTrail
      ParticleSysBone NONE ExplosiveMineFire02
    End
        AnimationState = RUBBLE UPGRADE_NUMENOR_STONEWORK
            StateName = STATE_Rubble
            Flags = START_FRAME_LAST
            Animation                = Death
                AnimationName        = MBCASTWALL_UD3.MBCASTWALL_UD3
                AnimationMode        = MANUAL
            AnimationBlendTime        = 0
            End
            BeginScript
                Prev = CurDrawablePrevAnimationState()
                if Prev == "STATE_ReallyDamaged" or Prev == "STATE_None" or Prev == "TRANS_U_IntoReallyDamaged"
                then
                    ; Only play the rubble anim if we havn't come from another rubble.
                    CurDrawableSetTransitionAnimState("TRANS_U_IntoRubble")
                end
            EndScript
            ;EnteringStateFX    = FX_WallDie    ;this plays only after all the wall debris sink into the ground
        End
        
        ModelConditionState  = RUBBLE
            Model         = MBCASTWALL_D3
      ParticleSysBone NONE BuildingChunkBitsTrail
      ParticleSysBone NONE ExplosiveMineFire02
    End
        AnimationState = RUBBLE
            Animation                =    Death
                AnimationName        =    MBCASTWALL_D3.MBCASTWALL_D3
                AnimationMode        =    ONCE
            End
            StateName = STATE_Rubble
            EnteringStateFX    = FX_WallDie
        End      
 
         ; UPGRADED ----------------------------------------------------------------------------------------------------------------
          ModelConditionState = UPGRADE_NUMENOR_STONEWORK
              Model = MBCASTWALL_U
          End

          AnimationState = UPGRADE_NUMENOR_STONEWORK
            EnteringStateFX = GenericBuildingUpgrade
        End

        ModelConditionState  = POST_RUBBLE
            Model         = None
        End

        ModelConditionState  = POST_COLLAPSE
            Model         = None
        End
        
    End
    
  
    ;----------------------- AUDIO -------------------------

    VoiceSelect                = Gui_PlotSelect

    SoundOnDamaged            = BuildingLightDamageStone
    SoundOnReallyDamaged        = BuildingHeavyDamageStone

    ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
        MaxUpdateRangeCap = 800
         AnimationSound = Sound:WallDie    Animation:MBCASTWALL_UD3.MBCASTWALL_UD3    Frames:0
    End

    ; ***DESIGN parameters ***
    DisplayName        = OBJECT:MordorCastleWall
    EditorSorting    = STRUCTURE
    Side            = Mordor
    BuildTime        = CASTLE_WALL_REBUILD_TIME
    BuildCost        = CASTLE_WALL_REBUILD_COST

      ShroudClearingRange = 160

    ArmorSet
        Conditions    = None
        Armor        = GondorCastleWall
        DamageFX    = MinasWallADamageFX
    End

    CampnessValue = CAMPNESS_WALL

    ; *** ENGINEERING Parameters ***
    KindOf                   = STRUCTURE SELECTABLE IMMOBILE WALK_ON_TOP_OF_WALL CHUNK_VENDOR NOT_AUTOACQUIRABLE ;;;should this get autoacquired, or not? NO! or attack move will fail to enter the gate!
    RadarPriority            = STRUCTURE
    KeepSelectableWhenDead   = Yes
    CommandSet               = GenericSelfRepairCommandSet
    
    Body                = ActiveBody ModuleTag_02
        MaxHealth        = ROHAN_CASTLE_WALL_HEALTH
    End

    Behavior = SiegeDockingBehavior ModuleTag_SiegeDocking
    End
    
    Behavior = CastleMemberBehavior ModuleTag_CMB
        CountsForEvaCastleBreached = Yes
    End

     Behavior = GettingBuiltBehavior ModuleTag_GettingBuilt
        SelfBuildingLoop = BuildingConstructionLoop ; Only played if we DON'T spawn a worker
        SelfRepairFromDamageLoop  = NoSound         ; This doesn't cause an animation, so don't bother playing a sound
        SelfRepairFromRubbleLoop  = BuildingConstructionLoop
        SpawnTimer = -1.0 ; Negative means no 'autoheal'
        RebuildTimeSeconds = CASTLE_WALL_REBUILD_TIME
    End

    Behavior = KeepObjectDie ModuleTag_IWantRubble
    End
    
    Behavior = AttributeModifierAuraUpdate ModuleTag_WallBonus
        StartsActive     = Yes ;If no, requires upgrade to turn on.
        BonusName        = WallBonus
        RefreshDelay     = 2000
        ;Range            = 120        ; Range is overridden to affect people on us since we are a wall
        ;TargetEnemy      = Yes    ; Alliances are ignored to affect people on us since we are a wall
    End    

    Behavior = FireWeaponWhenDeadBehavior FireDeadTag1
        DeathTypes                  = ALL
        StartsActive                = Yes
        ActiveDuringConstruction    = Yes
        DeathWeapon                 = CastleWallDeath
    End    

    Behavior = FireWeaponWhenDeadBehavior FireDeadTag2
        DeathTypes                  = ALL
        StartsActive                = Yes
        ActiveDuringConstruction    = Yes
        DeathWeapon                 = StandardWallDeath
    End


    Behavior = ProductionUpdate ModuleTag_RequiredForUpgradeProduction
    End

    Geometry                        = BOX
    GeometryMajorRadius             = 50.0
    GeometryMinorRadius             = 30.0
    GeometryHeight                  = 45.0
    
    GeometryIsSmall                   = No
    Shadow                            = SHADOW_VOLUME
    
    GeometryContactPoint =    X:-50           Y:-40               Z:0 Grab
    GeometryContactPoint =    X:0             Y:-40               Z:40 Grab
    GeometryContactPoint =    X:50            Y:-40               Z:0 Grab
    GeometryContactPoint =    X:-50           Y:40                Z:0 Grab
    GeometryContactPoint =    X:0             Y:40                Z:40 Grab
    GeometryContactPoint =    X:50            Y:40                Z:0 Grab
End


here is a video of what my problem looks like:
https://www.youtube....oftheOneRingmod
 


In Topic: Sauron Call

26 December 2020 - 05:18 PM

 

Hello everyone
 
Some time ago I always wanted to modify other 3d models of lord of rings and finally I achieved.
 
At last I can make the designs of units. But I need help if anyone would like to help me
 
example
  Fat orc lord of the rings the return of the king
 
Fat_Orc.1.jpg

 

Dark Lord, I just want a model of that fat orc. Please, if you can, can you give me a model?

Or can you tell me how you got this model?


In Topic: Sauron Call

26 December 2020 - 05:14 PM

Greetings to your huge community!

Health to you all!