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LOTR: Battle For Middle Earth I & II Editing
» SOME WIP Models For LOTR:BFME Mod
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.
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12-22-2004, 01:23 PM
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HorseAss
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Join Date: Jan 2004
Posts: 231
Turn on AA, it'll make it much better.
I heard something about tanks being impossible to code in, is that true?
12-22-2004, 02:36 PM
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ComradeJ
Senior Member
Join Date: Jan 2003
Location: the Netherlands
Posts: 3,036
Much better. Although I'd raise the suspension so there's more room between the wheels and the vehicle itself.
12-22-2004, 07:33 PM
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Hostile
Senior Member
Join Date: Feb 2004
Posts: 872
Why not place them in generals just to give us the opportunity to see them ingame?
12-23-2004, 08:52 AM
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Chrizz
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Join Date: Mar 2003
Location: Nijmegen, The Netherlands
Posts: 849
Here you are ingame
[imgl:7757a4b64a]http://img98.exs.cx/img98/2559/incltreadanimatie3bu.jpg[/imgl:7757a4b64a]
12-23-2004, 06:26 PM
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Hostile
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Join Date: Feb 2004
Posts: 872
Absolutely perfect. All faces are pefect. You are the man!
12-23-2004, 06:50 PM
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Boomerang_Python
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Join Date: Jul 2003
Location: Revora Forums
Posts: 496
Or woman? ^^
12-25-2004, 12:56 PM
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LynX2oo3
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Join Date: Sep 2003
Posts: 33
Nice models!
What 3d prog do you use for modelling? And what rendering method?
12-25-2004, 06:18 PM
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HorseAss
Senior Member
Join Date: Jan 2004
Posts: 231
If gens would support up to 20 of these monsters on screen it would be awsome. Just kickass.
12-25-2004, 06:31 PM
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Hostile
Senior Member
Join Date: Feb 2004
Posts: 872
Gens does, it was the comps that didn't at the time.
12-26-2004, 07:59 AM
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HorseAss
Senior Member
Join Date: Jan 2004
Posts: 231
Yeah, but thats where the BFME version of SAGE picks up.
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