>>NEED A NEW LEADER<<(LotR: Helms Deep Map/Mod)
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Moving_Target
- Master Bounty Hunter

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yankeefan05
- Sith

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yoyam
Cool ill check it out.
Hopefully rammy 2.0 will have moving wheels and a ram that swings down
Edit: haha editing the animations turned out to be harder than i expected so I enlisted the help of my XSI master Qdin to help me with the animations. Haha hes gonne do them for me cuz hes afraid im gonna screw them up
idk the first thing about doing animations so thats probably good
Mas Edit: Evn though im not officially part of the project yet I started working on a siege tower, enjoi tambien:
Siege tower- this is the inside; still to go on: the sides, the top, the collapsable bridge, the 2nd story ram



Hopefully rammy 2.0 will have moving wheels and a ram that swings down
Edit: haha editing the animations turned out to be harder than i expected so I enlisted the help of my XSI master Qdin to help me with the animations. Haha hes gonne do them for me cuz hes afraid im gonna screw them up
idk the first thing about doing animations so thats probably good
Mas Edit: Evn though im not officially part of the project yet I started working on a siege tower, enjoi tambien:
Siege tower- this is the inside; still to go on: the sides, the top, the collapsable bridge, the 2nd story ram



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yoyam
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Alpha
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n0bs
man lol nice work yoyam yea lol very very nice like i said before it doesnt need to be EXACTLY like the movie so screw the regular ladders and lets get those siege ladders
...so i guess i can include you as part of the team now:P welcome aboard yoyam! oh yea and Alpha i e-mailed t551t551 the model in .xsi but he hasn't emailed me back
so ill try to get you those asap.
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yoyam
haha cool I was never one for following the film canon neways.
As for what going on rite now ive got Qdin working on the animations for my ram and im sending him the siege tower model tomorrow. So with any luck those should be done realistically by the end of the week. Ill send u a pm with my Xfire and email so I can send u that stuff too.
As for what going on rite now ive got Qdin working on the animations for my ram and im sending him the siege tower model tomorrow. So with any luck those should be done realistically by the end of the week. Ill send u a pm with my Xfire and email so I can send u that stuff too.
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n0bs
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yoyam
ive got xsi 5.0 which I know is capable of exporting them but im sure of the process.
Edit: I just sent a long message to Tean' outlining me and Qdins plan for the Battering Ram, Hopefully we can get this to work and in the game but keep in mind theres no promises here, this is just our plan. We havent started actually animating it yet and we dont know what unforseen difficulties and problems there might be in trying to implement this.
The plan is this; in its most basic form the ram will need to have the actual ram part of the battering ram will swing down and doing a set amount of damage to anything immediatly ahead of it (in most cases the wall to helms deep, but I can see it being used on troops who get too close or what not
). This is the main thing the ram will be used for, breaching the wall(s?) which allows troops to run through.
As for controlling the ram, it will be an 8 person vehicle, requiring all 8 people on the ram to move. It is in a sense a vehicle, when the ai "get in" they will "sit down" into their positions, but their positions will be outside of the vehicle ready to push. When a human player comes and fills up the eigth spot then the ram can move and be controlled and all eight players will push the ram. (one thing to note we were planning on setting the view position in the vehicle from the above the center of the ram so that when a player "gets into" the ram they wont have to control it from the pushing position but from more of a 3rd person overview perspective. )
The siege tower plan still to come in the future. And me and Qdin are gonna sure try our hardest to make the ram playable. Hopefully these improvements and others to come in this map can give BF2 an element of something it has always been sorely lacking, teamwork.
Edit: I just sent a long message to Tean' outlining me and Qdins plan for the Battering Ram, Hopefully we can get this to work and in the game but keep in mind theres no promises here, this is just our plan. We havent started actually animating it yet and we dont know what unforseen difficulties and problems there might be in trying to implement this.
The plan is this; in its most basic form the ram will need to have the actual ram part of the battering ram will swing down and doing a set amount of damage to anything immediatly ahead of it (in most cases the wall to helms deep, but I can see it being used on troops who get too close or what not
As for controlling the ram, it will be an 8 person vehicle, requiring all 8 people on the ram to move. It is in a sense a vehicle, when the ai "get in" they will "sit down" into their positions, but their positions will be outside of the vehicle ready to push. When a human player comes and fills up the eigth spot then the ram can move and be controlled and all eight players will push the ram. (one thing to note we were planning on setting the view position in the vehicle from the above the center of the ram so that when a player "gets into" the ram they wont have to control it from the pushing position but from more of a 3rd person overview perspective. )
The siege tower plan still to come in the future. And me and Qdin are gonna sure try our hardest to make the ram playable. Hopefully these improvements and others to come in this map can give BF2 an element of something it has always been sorely lacking, teamwork.
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n0bs
That's great!yoyam wrote:ive got xsi 5.0 which I know is capable of exporting them but im sure of the process.
Hmmm I see. Well i was sorta thinking...to break down the main wall we could use like a customized remote detonator/time bomb and give it extremly high damage to take out the wall. And then the Battering Ram can also be used to take down the wall/doors.yoyam wrote:The plan is this; in its most basic form the ram will need to have the actual ram part of the battering ram will swing down and doing a set amount of damage to anything immediatly ahead of it (in most cases the wall to helms deep, but I can see it being used on troops who get too close or what not). This is the main thing the ram will be used for, breaching the wall(s?) which allows troops to run through.
I really like that idea that you have to have all 8 ppl to control the vehicle, but if you HAVE to have a human player in the vehicle won't it kind of destroy the single player aspect of this map? Because I'm sure there will be people who want to play this map on their own from time to time. But the third person view sounds a lot better tho especially you are trying to take down a walls/doors and/or other large objects.yoyam wrote:As for controlling the ram, it will be an 8 person vehicle, requiring all 8 people on the ram to move. It is in a sense a vehicle, when the ai "get in" they will "sit down" into their positions, but their positions will be outside of the vehicle ready to push. When a human player comes and fills up the eigth spot then the ram can move and be controlled and all eight players will push the ram. (one thing to note we were planning on setting the view position in the vehicle from the above the center of the ram so that when a player "gets into" the ram they wont have to control it from the pushing position but from more of a 3rd person overview perspective. )
Another thing I'm gonna go talk to Linus about the textures. I talked to him on msn already but for now texturing should be the last thing we should be worried about lol. But yea SWEET! work so far, I'm glad you joined our team to make this map. lol I still can't belive we made it this far...even though it's not that much
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yoyam
haha well really not that many people that I no play BF2 single player in fact I cant think of a single one who does on any sort of regular basis. Single player just isnt that much fun honestly, BF2 is a MP game first and foremost. The way I see it, the more we incorporate and necesitate teamwork in this map the longer shelf life it has. I think that alienating the small minority who actually do play BF2 single player is a small price to pay for having a map that will be fun 1 maybe even 2 months down the line.n0bs wrote: I really like that idea that you have to have all 8 ppl to control the vehicle, but if you HAVE to have a human player in the vehicle won't it kind of destroy the single player aspect of this map? Because I'm sure there will be people who want to play this map on their own from time to time. But the third person view sounds a lot better tho especially you are trying to take down a walls/doors and/or other large objects.
Another thing I'm gonna go talk to Linus about the textures. I talked to him on msn already but for now texturing should be the last thing we should be worried about lol. But yea SWEET! work so far, I'm glad you joined our team to make this map. lol I still can't belive we made it this far...even though it's not that muchlol.
O and for your reference n0bs, in xsi 2 grids is the height of a soldier in BF2. I made use of that when designing the siege tower (haha imagine running up the ramp and hitting your head on the cieling
PS- IF I can figure out how to export today ill be sure to send the msh back to you asap.
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n0bs
Umm no SP?...awww... lol well im one of the few ppl who do play sp :twisted: so if its not too much trouble we could have 2 variations of the vehicle and make a sp version of the map and a mp version of the map...it can't possibly be THAT hard lol:P. Yea anywho I still haven't got the .msh yet....
....so I've just resized the wall to about 8-9 blocks high which i think should be high enough because 1 person is like 2 blocks. And I've been looking at some in-movie screens of Helms Deep and thers this random massive tower...Hornburg?...ew wtv not really a lotr fan but i just want a seige map lol
and I was thinking is it honestly necissary?...By all means if it is needed I'll put it in...but that means Ill have to make a staircase...the tower....blah blah blah.....ugh...lol jkin but yea what do you pplz think? I highly doubt It'll affect the map AT ALL if i choose not to put in the tower.

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(-MOD-)_Stalin
Well the thing about Siege maps is that towers are generaly a must for all sides on the recieving end of the seige. You could make one and put one or two powerfull anti-vehicle turrets in there. It will also add more of a teamwork effect because people will have to protect the battering rams from the turrets. Plus the tower will make a good fallback point once the walls are breached. Idk, just an idea. in the end the map will be good either way.
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Jedi_Trooper
lol hey i just read over the topic and sounds amazing.. i cant help you guys or anything beyond giving suggestions like the one i am about to submit now
ok well you know the gate that is in the Kashyyyk: Beachhead map? behind the wooden walls? where you have to destroy something behind the wall so you can move vehicles through it the opening created? maybe you guys maybe use that somewhere in the map some how?
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yoyam
sure thing n0bs we can edit the sides and make a SP and a MP version. And speaking of the sides for the alpha version I think we should just stick w/ regular guys but by the time we get to beta I would really love to have found some solid swordsmen models if anyone knows of any way they can help with that feel free to speak up.
And about the .msh n0bs I am currently downloading the BF2 modtools which should have the .msh exporter included, so with any luck I might be ble to send those to you by the end of the night.
And as a special treat to everyone heres some pics of the fully textured siege tower, enjoi
:





If i can figure out the mod tools soon enough you could be seeing some in game screenies in a couple days
. Until later peace out all 
And about the .msh n0bs I am currently downloading the BF2 modtools which should have the .msh exporter included, so with any luck I might be ble to send those to you by the end of the night.
And as a special treat to everyone heres some pics of the fully textured siege tower, enjoi





If i can figure out the mod tools soon enough you could be seeing some in game screenies in a couple days
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n0bs
lol errr im not quite sure what ur trying to get at...the walls that im making are going to be purely destructable (only the middle part.) It'll be like a destructable command post.Jedi_Trooper wrote:lol hey i just read over the topic and sounds amazing.. i cant help you guys or anything beyond giving suggestions like the one i am about to submit nowok well you know the gate that is in the Kashyyyk: Beachhead map? behind the wooden walls? where you have to destroy something behind the wall so you can move vehicles through it the opening created? maybe you guys maybe use that somewhere in the map some how?
To Yoyam
HOLY SHIET someone hasn't been sleeping for the past couple days
Lol excellent job!
errr...but the only concern I have is the size of that thing...I'm 100% sure that thing is taller than my wall... soooo....since easier to resize a wall then a whole vehicle, can you give me the height(in xsi squares units) of that monsterous thing? Thanks!
-Off Topic -
...anyone seen Alpha or t551t551 lately....
Last edited by n0bs on Sat Aug 05, 2006 7:15 pm, edited 1 time in total.
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yoyam
haha ok specs for the tower
: total height about 18 grids, exiting height about 14 grids, so the wall should be about 14 grids high. That means when its all done the wall will be about 7X the hieght of a soldier.
O and n0bs even though I havent gotten around to exporting it just yet, I looked at your wall in xsi and I noticed a big problem: its half underground, if i were to export it as is, it would be half underground when put in game, thats not good.
Right now I am currently working on getting the tower drivable with instructions from Qdin. Although we are still going to try for the 8 guy thing on the ram i m just going to make the Seige Tower a driveable vehicle using the speeder model. Ill see how all that works out.
PS- what are your Xfires guys, I could work alot more efficiently if I could get in contact w/ u.
O and n0bs even though I havent gotten around to exporting it just yet, I looked at your wall in xsi and I noticed a big problem: its half underground, if i were to export it as is, it would be half underground when put in game, thats not good.
Right now I am currently working on getting the tower drivable with instructions from Qdin. Although we are still going to try for the 8 guy thing on the ram i m just going to make the Seige Tower a driveable vehicle using the speeder model. Ill see how all that works out.
PS- what are your Xfires guys, I could work alot more efficiently if I could get in contact w/ u.
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n0bs
Ok well i got it now ABOVE the ground. and its 14 frieken units high
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Umm so yea here are some screens of the new wall...no texture yet...I'll talk to Linus and try to get some intense wall textures for me. Here you go!


Yea if you're wondering why thers a big gap in the middle, that's for the destructable wall...supposedly I'm supposed to make it a whole sepereate thing. I'm gonna work on that once im finished the whole thing. I'll re-export the new wall in .xsi and send it to you yoyam but not now cuz im goin out drinkin 2nite so just scrap that last one i sent you l8ter.
oh yea and btw my xfire is...er...IYIaverick or n0bs...i can't rember im rarely on just add me onto msn if possible p.m. me for it.
Umm so yea here are some screens of the new wall...no texture yet...I'll talk to Linus and try to get some intense wall textures for me. Here you go!
Yea if you're wondering why thers a big gap in the middle, that's for the destructable wall...supposedly I'm supposed to make it a whole sepereate thing. I'm gonna work on that once im finished the whole thing. I'll re-export the new wall in .xsi and send it to you yoyam but not now cuz im goin out drinkin 2nite so just scrap that last one i sent you l8ter.
oh yea and btw my xfire is...er...IYIaverick or n0bs...i can't rember im rarely on just add me onto msn if possible p.m. me for it.
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Adreniline
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