 |
Forum Info
|
 |
Forum Members: 18,677
Total Threads: 8,798
Posts: 95,842
Administrators:
DeeZire, Redemption
There are currently 30 users online.
|
 |
Partner Links
|
 |
 |
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. |
03-10-2005, 03:31 PM
|
#21 (permalink)
|
|
Senior Member
Join Date: Aug 2003
Posts: 1,087
|
Quote:
Originally Posted by Chrizz";p="
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? 
|
|
|
03-10-2005, 03:45 PM
|
#22 (permalink)
|
|
Senior Member
Join Date: Jul 2003
Location: The Netherlands
Posts: 141
|
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.
|
|
|
03-10-2005, 03:47 PM
|
#23 (permalink)
|
|
Senior Member
Join Date: Mar 2003
Location: Nijmegen, The Netherlands
Posts: 849
|
----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
|
|
|
03-10-2005, 03:53 PM
|
#24 (permalink)
|
|
Senior Member
Join Date: Aug 2003
Posts: 1,087
|
Chrizz, I could help you out on MSN or some other chat prog if you like.
|
|
|
03-10-2005, 04:59 PM
|
#25 (permalink)
|
|
Senior Member
Join Date: Mar 2003
Location: Rep. of Ireland
Posts: 373
|
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
|
|
|
03-10-2005, 08:42 PM
|
#26 (permalink)
|
|
Senior Member
Join Date: Sep 2001
Posts: 1,094
|
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.
|
|
|
03-11-2005, 05:26 AM
|
#27 (permalink)
|
|
Junior Member
Join Date: Oct 2003
Posts: 5
|
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
|
|
|
03-11-2005, 08:42 AM
|
#28 (permalink)
|
|
Senior Member
Join Date: Mar 2003
Location: Nijmegen, The Netherlands
Posts: 849
|
for LOTR And Z:H:
-Can use ragdolls for infantry and no wierd die animations
|
|
|
03-11-2005, 11:43 AM
|
#29 (permalink)
|
|
Senior Member
Join Date: Jul 2003
Location: Scotland, UK
Posts: 752
|
Quote:
Originally Posted by Chrizz";p="
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.
|
|
|
03-11-2005, 04:22 PM
|
#30 (permalink)
|
|
Senior Member
Join Date: Aug 2003
Posts: 1,087
|
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.
|
|
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT -4. The time now is 03:07 AM.
|