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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 03-09-2005, 07:41 PM   #1 (permalink)
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Default IMPORTANT - Mod Support From EA

Hi all, some great news for ya

The asset.dat program has been signed off and the team is working on a tool to release. Dont know exactly when, only that it will be done sometime soon.

Im liasing direct with EA with regards to mod support, not just now but the future - they are very keen to understand what we need and are making some encouraging noises - but I need you to help. The likes of Rene, Flyby and Proclone who have some great extensive knowledge would be invaluable here.

Ive already suggested an updated gmax plugin, a tool for APT files, enabling the wave editor in World Builder and some extended documentation on modules/allowable INI code for the SAGE engine.

What I need to know from you guys is *specifics*, exactly what you need and exactly what, for example, a new gmax plugin needs to do. Be as technical as you like as this will ultimately go straight back to the dev team and you all know I dont have a clue when it comes to art and 3d so Im not the best person to tell them whats required.

No EA bashing please, we're not talking history now as people are listening and this is a genuine effort to support the editing community and a very very welcome one. Please also be mindful that the SAGE engine is a corporate asset and will not become open-sourced, and we should understand that they really wouldnt want it so open that it could be exploited by any old body.

Fire away!

DZ
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Old 03-09-2005, 08:07 PM   #2 (permalink)
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Right, as the link in the ZH section pointed here, I'll post here.

I'm not sure exactly what sort of stuff you are looking for; the following may not be possible without serious editing of the source, and hence not be viable.

Anyhow, these are things I'd like to see around that aren't:

-- The ability to limit turret turning amounts.
-- Removing the limit on the number of OCL's that can be spawned on an object.
-- Allow removal of locomtor upgrades.
-- Allow cumulitive "stacking" of upgrades
-- The good old deploy code lark made possible without some serious hacking.
-- The possibility of mixing some features from ZH and BFME ( this may be impractical, plain stupid, or already possible. If any, please don't laugh at me :P )

I assume adding new modules means releasing the source, which won't happen, but that would be nice
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Old 03-09-2005, 08:08 PM   #3 (permalink)
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ok well, i got one, how about a plugin that actually opens the skeletons of infantry 100%. Give me that and ill be happy:
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Old 03-09-2005, 08:30 PM   #4 (permalink)
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An option to use a dozer and not to use a dozer.
Also an option to use a side bar or a bottom bar.

Maybe a way to add new modules via a EA made program.
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Old 03-09-2005, 11:09 PM   #5 (permalink)
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A quality WND editor would be great! Perhaps finding a way around the AI limit as well. I think everything else has already been posted.
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Old 03-10-2005, 12:03 AM   #6 (permalink)
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Quote:
Originally Posted by AntiSocialKindaGuy";p=&quot View Post
-- Allow removal of locomtor upgrades.
found this in gondorinfantry.ini:

; Behavior = LocomotorSetUpgrade ModuleTag_11
; TriggeredBy = Upgrade_RaiseShield
; RemovesUpgrades = Upgrade_PlantShield
; KillLocomotorUpgrade = Yes ;Removes the PlantShield locomotor.
; End
; Behavior = ArmorUpgrade ModuleTag_12
; TriggeredBy = Upgrade_RaiseShield
; RemovesUpgrades = Upgrade_PlantShield
; KillArmorUpgrade = Yes ;This cancels any previous armor upgrade.
; End


don't know if they still work...
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Old 03-10-2005, 02:47 AM   #7 (permalink)
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these are a few things i would like to see in ZH

-the abbility to make the frenzy code give your units a boost in armor making them more powerfull or maybe invincable
-able to change the sound of hijacking units since the sound effect the hijacke module uses is hardcoded
-to remove or edit the black turning buildings when the power is low
-the abbility to add new damage types

the rest has allready been posted
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Old 03-10-2005, 03:00 AM   #8 (permalink)
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- A list of all used and unused Behaviour Modules and the relevant parameters that can be edited of each, much like your Module guide but for BFME. For me, especially the Plus1Nazgul and Plus100CommandPoints.

- The removal of upgrade limits and the other similar limits. I'm not sure if it still applys to BMFE, but definately for ZH.

- Allow us to create custom damage types. This is especially relevant with BFME since there are so few it's really difficult to created varied units.

*Edit - Rather than loosing the game when a map is lost in the campaign game, can we have it so it looses the territory. More of a dynamic campaign map then a static one.
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Old 03-10-2005, 03:24 AM   #9 (permalink)
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BFME:

VERY IMPORTANT!
-Easyer Infantry Rigging Plugin for 3DS Max and renx
-W3D Plugin Tools for 3DS and RenX


-More Options at the matrial lists like Bump Maps... etc
-May adding Tiberian Logic? when its not 110% working [Without Creating LAG]
-Mesh Vertex Animations.... works finer with few animations.

Z:H:

-When units are slteathed ad a Costum model like when its invisible you can give it an model like Renegade. also i want this for BFME
Something like this:
;ConditionState = STEALTHED
; Model = NVStank_S
; WeaponLaunchBone = PRIMARY POD
; WeaponFireFXBone = PRIMARY POD
;End

-May adding Tiberian Logic? when its not 110% working [Without Creating LAG]

IF EA can do this than!

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Old 03-10-2005, 07:24 AM   #10 (permalink)
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Did anyone sat sidebar code?
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