logo   login
right
Home Forums Downloads Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Forum Info
Forum Members: 18,677
Total Threads: 8,798
Posts: 95,842

Administrators:
DeeZire, Redemption

There are currently 30 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements


LOTR: Battle For Middle Earth I & II Editing Discuss any modding related issues to do with the Lord Of The Rings: Battle For Middle Earth I and II RTS games here.

Reply
 
LinkBack Thread Tools
Old 11-20-2004, 11:04 AM   #11 (permalink)
Senior Member
 
Join Date: Dec 2002
Location: Nod base
Posts: 172
Default

helicopters and VSTOL planes are enough to me.
ravage is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 11-20-2004, 05:06 PM   #12 (permalink)
Senior Member
 
Join Date: Aug 2003
Posts: 1,087
Default

Quote:
Originally Posted by smurfbizkit";p=&quot View Post
Quote:
Q. Will it be possible to re-use the animations from the Generals infantry for new B4ME-like polycount infantry?
A. I don’t want to say “no” because so many members of the mod community have done things that developers never thought were possible but it does seem unlikely that those animations will carry over well to Middle-earth. The B4ME characters are much more complex than anything that we ever did in Generals.
This also sucks, which means that most modern warfare projects will need all new animations. I asked flyby about this a week ago and he said that it might be possible...but animations have problems when scaled (which would have to happen, unless you want to put in the generals infantry as-is in all their rectangle shaped glory)
While it is a stuff around, it is definately possible.A humanoid still has the same amount of basic moving parts.The only differences poly count should make to the skeletons is in areas such as joint creases(think elbows and knees and armpits etc) and in the lack of fingers.Both of these can be addressed.W3d doesnt support vertex sharing for smooth transitions across joints, yet extra bones can be added to simulate the effect.Fingers can be added to the skeleton as well.Alternatively, a completly new skeleton can be created and constrained to inherit the influence of the original skeletons animation.Scaling animation can also be achieved without corruption.

Quote:
Originally Posted by Harvard
The engine is extremely robust right now and I’m sure creative modders will be able to have a blast.
Does it seem to anyone else that Harvard totally misses the point? I dont "have a blast" modding, Im not some freak that gets excited by doing boring work.All the payoff is in the finished product, and if we are too restricted code wise to make a decent mod, then the only payoff is frustration.
key0p is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Mod Idea for B4ME Thread Hostile LOTR: Battle For Middle Earth I & II Editing 35 11-08-2004 12:44 AM
The3rdAge.net domain name for B4ME Hostile LOTR: Battle For Middle Earth I & II Editing 2 09-16-2004 05:18 PM
Frustration with modding for Gen/B4ME smurfbizkit Generals & Zero Hour Editing 16 08-06-2004 08:18 PM
any comments on generals ? Abed Generals & Zero Hour Editing 8 02-28-2003 06:41 PM
my first skins, comments plz Detail Generals & Zero Hour Editing 2 02-26-2003 04:17 PM


All times are GMT -4. The time now is 03:08 AM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.4
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.