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 03-10-2005, 03:31 PM   #21 (permalink)
Senior Member
 
Join Date: Aug 2003
Posts: 1,087
Default

Quote:
Originally Posted by Chrizz";p=&quot View Post
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!
What do you mean? I dont have this problem.Can you specify exactly what you are talking about? IE, a step by step guide to how you fuck up the model?
key0p is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 03-10-2005, 03:45 PM   #22 (permalink)
Senior Member
 
Join Date: Jul 2003
Location: The Netherlands
Posts: 141
Send a message via ICQ to Rene
Default

Yes, EA has an 3dsmax compatible verion of the W3D tools, but how many of the community have a ligit version of 3dsmax?



- As key0p already pointed out, maxscript access to the w3dtools, wwskin and w3dmaterial. For everyone posting about an importer, this is the restriction that keeps us from adding materials and wiring bones to a model.

- An update to renx that would take care of the new parts added to the w3d file format. These contain an additional vertex array witch looks much like the current one but has some vertices torn out. Next to that is an additional vertex normal array that probably goes with those vertices. The use of these is unknown to me, nor has EA answered anything regarding this, so it could be that they are not needed at all.

next to that, new values appear for shader settings. For example, detail color often holds a value of 12. Our list only holds 9 options. Does this mean these are new values or can I assume 12 mod 9 = 3 so detail color becomes InvScale.

- Status on bumpmapping? Recently I found a w3d moddel that uses bumpmapping with an environmental shader. After showing it to Flyby he told me that it was only possible with reflective materials.
Rene is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 03-10-2005, 03:47 PM   #23 (permalink)
Senior Member
 
Join Date: Mar 2003
Location: Nijmegen, The Netherlands
Posts: 849
Default

----For Key0p

When i do WW skin than you must collosin or space warp is when i do that the whole f-ucking model warps over my whole screen and got a fat head or small arm and a long leg etc stuff like that hehe im still waiting somone can make a vidio tut with camtasia to rig infantry so i can animate them hehe
Chrizz is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 03-10-2005, 03:53 PM   #24 (permalink)
Senior Member
 
Join Date: Aug 2003
Posts: 1,087
Default

Chrizz, I could help you out on MSN or some other chat prog if you like.
key0p is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 03-10-2005, 04:59 PM   #25 (permalink)
Senior Member
 
Join Date: Mar 2003
Location: Rep. of Ireland
Posts: 373
Default

Here's another set of fixes that would definetly help with all ZH mods

enable these for all modules

StartsActive
TriggeredBy
ConflictsWith
RequiresAllTriggers
RequiredStatus
ForbiddenStatus

and these for ALL collide modules (some have them all, some don't)

RequiredStatus
ForbiddenStatus
RequiredKindOf
ForbiddenKindOf
PickupScience
Waraddict is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 03-10-2005, 08:42 PM   #26 (permalink)
Senior Member
 
Join Date: Sep 2001
Posts: 1,094
Send a message via ICQ to smurfbizkit Send a message via AIM to smurfbizkit Send a message via MSN to smurfbizkit
Default

Just 2 realistic things from my end,

a) Tank/Turret code as they promised

b) Properly working -mod command

Ideally it would be nice to have some sort of real scripting ability, at least one that lets us create new modules.
smurfbizkit is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 03-11-2005, 05:26 AM   #27 (permalink)
Junior Member
 
Join Date: Oct 2003
Posts: 5
Default

ADD
TURRET
LOGIC

I've read at the Blitzkrieg3 page that they were about to do that with the next patch, but it will help a lot of TCs.
- more damage types
- make it possible to have for example Rohirrim archers attack while moving and not just when they are standing
- make debris cause damage like the stones thrown by Trolls or Ents. The way it is now stones with the size of a mumakil fall on your armies and nothing happens
Chachalon is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 03-11-2005, 08:42 AM   #28 (permalink)
Senior Member
 
Join Date: Mar 2003
Location: Nijmegen, The Netherlands
Posts: 849
Default

for LOTR And Z:H:

-Can use ragdolls for infantry and no wierd die animations
Chrizz is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 03-11-2005, 11:43 AM   #29 (permalink)
Senior Member
 
Join Date: Jul 2003
Location: Scotland, UK
Posts: 752
Send a message via MSN to old_man_funk
Default

Quote:
Originally Posted by Chrizz";p=&quot View Post
for LOTR And Z:H:

-Can use ragdolls for infantry and no wierd die animations
Dude, you're asking for things that aren't feasible. They wouldn't add ragdolls after a game has been released since it would require WAY to much work. Plus ragdolls would use up to much memory since the game is an RTS, plus having 10-20 ragdolls all doing different things at once would lag like a bitch.
old_man_funk is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 03-11-2005, 04:22 PM   #30 (permalink)
Senior Member
 
Join Date: Aug 2003
Posts: 1,087
Default

Yah, its not HL2, theres no Havok physics.If you want ragdoll deaths, then use reactor(which is havok) to make ragdoll death anims for your infantry.
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 Support from EA DeeZire Generals & Zero Hour Editing 0 03-09-2005 08:43 PM
What do you think of that? (FinalBIG INI editing support) Matze Generals & Zero Hour Editing 19 02-18-2005 06:19 PM
EA Support of BFME Chrizz LOTR: Battle For Middle Earth I & II Editing 21 01-15-2005 09:22 PM
Support weapons. Judgment Generals & Zero Hour Editing 0 11-05-2003 06:19 PM
XCC Mixer doesn't support NTFS? SJG Red Alert 2 & Yuri's Revenge Editing 3 03-21-2003 12:52 AM


All times are GMT -4. The time now is 03:07 AM.


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