Page 10 of 22
Posted: Fri Sep 08, 2006 11:13 pm
by Slayer_Hunter_J
I think it is the world wolder because I tried to open it from another ZeroEditer and had the same prob.
Posted: Fri Sep 08, 2006 11:22 pm
by Bac-Talan
Not Good...
Here's my advice: Try Mungeing what you have, if it doesn't work in game, use the debugger thing to figure out why not, then use that info to try and fix what's wrong.
If it does work, then try backing up all map directories and reinstalling the mod tools.
Then try again. If it still doesn't work, send it to someone else and see if it works for them.
If not, try to reverse whatever you did last.
If not... then... lets not think about that yet...
Posted: Fri Sep 08, 2006 11:43 pm
by crazytieguy
There were also Uruk-Hai Berserkers (
Pic 1 and
Pic 2)
Posted: Fri Sep 08, 2006 11:58 pm
by Bac-Talan
The Beserkers were a specialized class of Uruk Hai, not a different race, but I'm really just being picky. Nice pics BTW, I could use those.
Anyway, my
!!!IDEA!!! worked!!!
Solo joins the Battle of the Hornburg:

In other words, stick a new face on (and a few changes I'm about to make) and we have a good Rohan Swordsman!
Posted: Sat Sep 09, 2006 12:02 am
by Maveritchell
Bac-Talan wrote:The Beserkers were a specialized class of Uruk Hai, not a different race, but I'm really just being picky. Nice pics BTW, I could use those.
Anyway, my !!!IDEA!!! worked!!!
Solo joins the Battle of the Hornburg:
[img]
In other words, stick a new face on (and a few changes I'm about to make) and we have a good Rohan Swordsman!
Since that model already has a helmet (which = smooth surface), why not give him a helm on top, be it a simple leather helmet or a medium helmet like the Gondorians wore.
Posted: Sat Sep 09, 2006 9:45 am
by Dohnutt
Maveritchell wrote:Since that model already has a helmet (which = smooth surface), why not give him a helm on top, be it a simple leather helmet or a medium helmet like the Gondorians wore.
http://www.wolfman.at/ttt/Theodredhelm1.jpg
Or that helmet (It's Theodred's helmet.)
Anyways, I didn't work on the Uruk-Hai very much at all yesterday, but today I'm hoping to get it all done... Yeah.
@Bac-Talan - Great idea with Solo. This map's gonna be awesome!
Posted: Sat Sep 09, 2006 9:53 am
by JackSkratch
In other words, stick a new face on (and a few changes I'm about to make) and we have a good Rohan Swordsman!
...or an angry Dunlending.
Ive did some reasearch, and if your wondering why none of the humans (I think Halve orks were in it but were labled as Uruk Hi, which, by the way, were made 500 years before sauromin started spawning creatures out of his mud pit) were in the movie. The Human vs. Human violence might have earned the film an R rating. But there are a few mentions of humans in the Battle of the Hornbug (the Battle at Helms Deep's true name), though im not sure if they mention dunlandings or easterlings in specific.

Posted: Sat Sep 09, 2006 1:22 pm
by Slayer_Hunter_J
Well, I got more bad (and odd) news. I had a backup of my .wld file (one that should work, due to that it worked when I backed it up), but now that doesn't work either. And it's just that level, so I think the best thing we can do as of now is actually get started on the final. Just a rough draft of it. If you can, yoyam, send me the walls and everything else you have completed it would be awsome. Actually, do the walls etc. have the .odf's and .msh's and .tga's for them? Also, do we have a layout, or should I stick wiht Alpha's or make up my own?
If/when I get all of the models, I will be able to create a list of what needs doing.
[EDIT]When I tried to play it in SPTest, it crashes and I get these (along wiht other unimpoirtant) errors:
Message Severity: 3
.\Graphics\Pc\Shaders\pcTerrainShader2.cpp(293)
TerrainShader_: detail texture expects L8 format!
Message Severity: 3
.\Source\EntityGeometry.cpp(619)
Entity "[top secret, yoyam knows what it is]" missing geometry "[same thing]"
Our little secret's textures do not appear in game, in fact it is invisible except for the very bottom. It (used to) appear fine in ZE. I'm thinking this has to do with the first error. As for the second, I will explain now.
In it's msh folder, the textures call for jpg files. So what I tried doing before was changing in the msh the texture file extentions for jpg to tga and converting the jpg's to tga's. No luck.
Plus it seems you made some typos when making the req's. It says:
[top secret].req.req
and the same for the other one. Also, when I added your object ingame as a prop, it was useable and such. Is it supposed to be so?
Oh well.
Posted: Sat Sep 09, 2006 1:35 pm
by JackSkratch
You should add some tunells in the back, i didnt see any in the pictures of the map. And some buildings behind the wall would be nice. Or were you planning of adding them anyway?

Oh, i did a bit more reasearch, and now i am Sure that the Half orcs and Dunlendings were at the Battle of the Hornbug; im pretty sure there were no easterlings. Silly me!

Posted: Sat Sep 09, 2006 1:41 pm
by Sniper_eye
JackSkratch wrote:You should add some tunells in the back, i didnt see any in the pictures of the map. And some buildings behind the wall would be nice. Or were you planning of adding them anyway?

Oh, i did a bit more reasearch, and now i am Sure that the Half orcs and Dunlendings were at the Battle of the Hornbug; im pretty sure there were no easterlings. Silly me!

Hey common

Its not like its your map

Posted: Sat Sep 09, 2006 1:42 pm
by Slayer_Hunter_J
Read my edit, just to everyone who cares. Remember, thast map was just to get a feel of what it will look like. And odd that you don't see any pictures, I can see them quite well.
Posted: Sat Sep 09, 2006 2:18 pm
by JackSkratch
i see the pictures fine. its the tunnels i dont see. but I didnt know it was rough draft. Dont blame me for being a noob! wah!
(lol

)
Posted: Sat Sep 09, 2006 2:48 pm
by Rekubot
I don't think I've posted here yet, but let me just say that this is looking really good; especially since you don't have to use in-game models. Is it possible to animate the sun so that it comes up just as the ambush happens? (If you ever get that far.)
Posted: Sat Sep 09, 2006 6:59 pm
by Slayer_Hunter_J
Well, I fixed my ZE problem. I had to delete some folders for a vehicle, guess I had them in the wrong place.
@ Rekubot, I don't thing that is possible, but i may be wrong.
Posted: Sat Sep 09, 2006 8:48 pm
by jangoisbaddest
I dunno, I'm sure Zerted will show up and tell you some clever way to manupulate the LUA script for it. Anyway, I would like to offer my services as an idea man - I could draw up sides, etc. If you're interested, I already have some.
Posted: Sat Sep 09, 2006 9:13 pm
by Slayer_Hunter_J
jangoisbaddest wrote:I dunno, I'm sure Zerted will show up and tell you some clever way to manupulate the LUA script for it. Anyway, I would like to offer my services as an idea man - I could draw up sides, etc. If you're interested, I already have some.
Maybe he will, that would be cool. And sure, you can be 'Idea Man'. But the sides would have to be plausible, no 'Make Aragorn and give him new animations that match him in the movies' kind of stuff.
And I just got a skin idea, what if we reskinned an ewok and gave it a rebel face (just the face). Would it be possible?
Posted: Sat Sep 09, 2006 9:28 pm
by Bac-Talan
Hmm, that may be possible... Really, If ZERTED of XWINGGUY would insturct us in timed ambushes or the such, which shouldn't be hard, then it would be a simple matter to have a couple animations timed for the same time as the ambush.
Actually, that would be a good added game mode: Seige
Basically the defenders start with a few CPs on the wall and much lower numbers and the attackers start with one un-capturable CP and higher numbers. Objective for Defenders is to kill all attackers, Attackers to take CPs. After a while, the Rohirrim show up (as third force) and the attackers suddenly find it very hard to win.
New Request For Help: I'm working hard on the sides, and getting progress, but now I need something from Yoyam and the other modellers working on this: Swords, maces, pikes and any other weapons you'd like to see. I'd like to see: A Rohirrim Sword, Gandalf's Staff, At least one Fighting Pike/Halibard, an Uruk Hai sword, A mace (maybe) and one of those anchor like things the beserkers use.
(I'll try the ewok thing)
Posted: Sat Sep 09, 2006 9:32 pm
by JackSkratch
Will there be Dundlendings and half-orcs? (Just wondering, if there arent i will stop posting about them every 5 minutes

)
Posted: Sat Sep 09, 2006 10:09 pm
by Bac-Talan
Well... If there will be, will you still stop?

Personally, I don't know, There probably will be: If I can find a way to fit them in. (what do they look like BTW?)
Posted: Sat Sep 09, 2006 10:30 pm
by Maveritchell
Bac-Talan wrote:New Request For Help: I'm working hard on the sides, and getting progress, but now I need something from Yoyam and the other modellers working on this: Swords, maces, pikes and any other weapons you'd like to see. I'd like to see: A Rohirrim Sword, Gandalf's Staff, At least one Fighting Pike/Halibard, an Uruk Hai sword, A mace (maybe) and one of those anchor like things the beserkers use.
(I'll try the ewok thing)
Something to keep in mind - with that many swords, you're going to have a map that turns out a lot like hero assault and less like a large-scale battle, because of the knockdown effect of the lightsaber/sword. I'd definitely recommend avoiding that if you can, and come up with novel ways to incorporate projectiles into the game, e.g. slings (grenades), bows & arrows (grenades), spears (Ewoks), even "magic" projectiles (force powers, invisible weapons + visible ordnances) - all these can definitely be accomplished without too much work.
Projectiles ++, Melee weapons --. Just my opinion.