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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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Old 03-10-2005, 08:44 AM   #11 (permalink)
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That's interesting Ravage; anyone any idea if this works in ZH, or if its new to BFME?
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Old 03-10-2005, 11:07 AM   #12 (permalink)
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^ They already work in BFME.

@Chrizz, you can already change a models texture based on it being stealthed (not the model, but you can change its texture).
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Old 03-10-2005, 11:37 AM   #13 (permalink)
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My first post in this forum ever.

I'd like to see the features Hunter mentioned. We need them for our TC, RA:ReGeneration.
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Old 03-10-2005, 11:46 AM   #14 (permalink)
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Gen/ZH- bomb truck's disguise ability for infantry






~Target
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Old 03-10-2005, 12:13 PM   #15 (permalink)
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Being able to change armor or weapon when deployed.
Update for Renx W3D viewer
Being able to allow an object to home in on a target and explode around it
Adding damage types
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Old 03-10-2005, 12:50 PM   #16 (permalink)
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@Deezire is that working in BFME to? But you say a texture but i want to make it like renegade when the stealth tank is stealthed i want a nice stealth texture what works same like renegade

New things i want in BFME and Z:H

-A user user user! friendly particle editor
-Shield logic like when you make a shield gen the field radius of the shield will not be damaged when planes,tanks.... attack outher the radius [Firestorm Generator]
-more SMUDGE.TGA options i want that for the water tooo like halflife 2....
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Old 03-10-2005, 01:25 PM   #17 (permalink)
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(These are for ZH)
-an updated RenX which can import w3ds and works in 3ds max
-as already said, a prog which can add new condition states, damage types, death types and things like WND functions
-new map states, e.g. a desert state, allowing new cammo's to be used according to the terrain and so on (would tie in with the prog)
-working walls!!!
-the ability to switch commandset according to the condition state, e.g. allowing different units to be built on different maps (like on snow maps the combat cycle replaced by a skidoo)
-Con-yard logic
-The removal, or partial removal of restictions like the number of players per map (and so the number of AIs that can be added), and the number of generals challenges permitted (etc etc etc...)
-the ability to make objects generate an omnidirectional or directional light
-the ability to use biks (or other vids/anims) and w3ds as buttons
-the ability to use replace object, while preserving veterency, health etc

Thats it for now, but more will probably follow

EDIT: Oh, yeah, here's another one:
-the ability to grant upgrades to units within a certain range of an object, e.g. granting an upgrade which grants stealth to certain units, basically giving a stealth generator
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Old 03-10-2005, 01:29 PM   #18 (permalink)
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Right, as the coder of the Total Conversion of Zero Hour to the original C&C I think one definite mod community winner would be to allow all old C&C features for ZH.

That is...

-Old C&C construction method, pre purchase and then place, with building range limits of course, should be easy enough to implement for EA.

-Some efficient way to do growing tiberium/ore like resources.

-Old C&C interface, would require implementing primary building feature, scroll bars, removal of bottom black rectangle in the controlbar graphics (big winner for any modders) and ability to specify a non-object commandset that references the primary selected specified type of structure, of course with the scrollbar feature commandbuttons would have to be positioned similar to a stack rather then a specific numbered position. Also, TS/RA2 unit stacking would be great, no need for a queue window.

-Deploy code, abilty to change a unit into another unit taking the health PERCENTAGE and veterency with it, and it would be even nicer if this could be done by selecting the unit then clicking on it. Would be cool if the double click feature could activate anything you specify.

-Music selection window, seriously if EA would do this you'd really suprise the lot of us and would probably win back ALOT of C&C fans even if RA3 becomes delayed.

-In the area of the not too important, how's about enabling the possibility of loading up different 'Generals Challenge' type maps between missions, people could design these to look like mission select maps.

-An alternative to the above would be to allow the ability to load specific parts of ZH through command lines, people could then design their own menu and mission selection.

And to finish off, it would be advisable to make sure all old C&C code is supportable in future C&Cs, its guaraunteed extra sales approach.
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Old 03-10-2005, 02:59 PM   #19 (permalink)
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I know rene has already discussed this with EA but - maxscript access to RenX features.

And how about maybe some naval orientated code, something that will allow building on water, and code to allow proper moving aircraft carriers.

The ability to change camera pitch ingame would be awesome.

Chrizz, what do you mean by an easier rigging plugin? What could they do to make it more simple? As far as I can see, WWSkinning is about as simple as it can get.Far less hassle than using the max skin modifier or character studios physique.If we only had maxscript access to it....
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Old 03-10-2005, 03:17 PM   #20 (permalink)
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yes better than WWskin cuz somethings pivot will f-uck the whole model
but most important is that they give use tools for 3ds max 5/6 and 7 cuz loads of ppl works with 3ds and EA games does the same!


BFME:
Fully working Walls like c&c classics
and 110% working conyards! incl deploy and move it to a other loctation and deploy....

Z:H:
-Construcktion Yard Logic back into generals BFME already have it or no not at all but most of it got it opke add it to BFME to hehe
-Can add just custom music files in a map like normal MP3's with a sort of command bar in the commandbar to change tracks what he already says!
-Battle formation for Z:H like is added in BFME for the infantry
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