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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 05-11-2005, 07:48 PM   #1 (permalink)
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Join Date: May 2005
Posts: 6
Default Elven Wood.

Err, yeah so I'm probably the first to start modding this kind of thing for the view pleasure :P

We all know the "Elven wood" spell...well there isn't very much "Elven" over it when the grass sinks into the ground and leaves some crappy looking green spot supposed to be..grass... lol

So Ive decided to experiment alittle with the spell to see if I am able to stop the grass from sinking into the ground after beeing spawned. I've tried several times now but all I get is the grass spawning million times more and when it sinks into the ground it respawns making the FPS lag like poo! >_< Picture

Anyway, here is all the info Ive found on the Elven Wood so far. I would be very happy if you guys could help me fix this since I want to make the "Elven wood" more "Elven"

::EDIT:: Oh and I tried to modefy it through the INI files of DeeZire's BFME EE mod. Just to note everyone.

The Natureprop INI

Object ElvenWoodGrassOpt
Draw = W3DTreeDraw ModuleTag_01
ModelName = PTElvenGrassB
TextureName = PTGrass04.tga
MoveOutwardTime = 333
MoveInwardTime = 1000
MoveOutwardDistanceFactor = 0.5
DarkeningFactor = 0.3
MorphTime = 4000
End
DisplayName = OBJECT:Grass
EditorSorting = SHRUBBERY
CrushableLevel = 0
KindOf = SHRUBBERY IMMOBILE SHRUB
End
-----------------
More info on Elvenwood Grass in FxParticalsystem INI:
----
FXParticleSystem ElvenWoodGrass
System
Priority = AREA_EFFECT
IsOneShot = Yes
Shader = W3D_ALPHA
Type = DRAWABLE
ParticleName = EXGrass03.W3D
Lifetime = 300 300
SystemLifetime = 15
SortLevel = 1
Size = 0.7 1.3
BurstDelay = 0 1
BurstCount = 1 1
InitialDelay = 30 30
End
Color = DefaultColor
Color1 = R:36 G:255 B:41 0
Color2 = R:0 G:0 B:0 20
ColorScale = -1 1
End
Alpha = DefaultAlpha
Alpha1 = 0.3 0.3 0
Alpha2 = 1 1 50
Alpha3 = 1 1 250
Alpha4 = 0.3 0.3 300
End
Update = RenderObjectUpdate
StartSizeX = 1 1
StartSizeY = 1 1
StartSizeZ = 1.5 1.5
SizeRateZ = -0.001 -0.001
SizeDampingZ = 1.01 1.01
AngleZ = -7 7
AngularDamping = 1 1
Rotation = ROTATE_Z
End
Physics = DefaultPhysics
VelocityDamping = 1 1
End
EmissionVelocity = OrthoEmissionVelocity
End
EmissionVolume = CylinderEmissionVolume
Radius = 50
End
Draw = RenderObjectDraw
End
End
----
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