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>>NEED A NEW LEADER<<(LotR: Helms Deep Map/Mod)
Posted: Mon Jul 17, 2006 11:48 am
by n0bs
Hello I am n0bs. You might have seen me once in a while in the forums... I read a lot of the stuff but don't really don't have much to post other than opinions n' stuff. Anyways yesterday I was playing on Vyse's Hyrule map and I just loved watching those arrows shoot over and over again. Well those arrows have INSPIRED me to make a LotR style map...like Helms Deep but simpler. Well to be honest with you guys I know NOTHING about mapping for the last couple days I've been studying these tutorials that others have so kindly posted and well... just wish me luck you guys:P...well actually I would like a team of people to help me...get started at least...because I really want to get into this modding business, it looks like a lot of fun. But please if you are interested PLEASE P.M. me or E-mail me or just post here. lol the only mapping experince is...makin maps for Starcraft LOL haha yea...so it's nothing really to be proud of. Yea no screen shots yet. But like i posted earlier PLEASE PLEASE HELP ME I really want to see this happen!
LORD OF THE RINGS: THE BATTLE AT HELMS DEEP
>>MODDING TEAM<<
yoyam
n0bs
JabbaLovesLava
Bac-Talan
Jangoisbaddest
>>SCREENSHOTS<<
(click above)
RE: Castle Defense
Posted: Mon Jul 17, 2006 12:12 pm
by Astute
Hello n0bs, So you want to get into modding? Well, it looks like the project you want to do is quite massive, requiring modelers and skinners. I don't want to kill your idea, since it's highly plausible, but I think you should try a smaller test map first to get your feet wet. Then mabye later you could experimenting with an all jedi(melee) level, and then just plug in the weapons and soldiers later.
On the idea, you could also try a map with warcraft sides(inspired by your mentioning of starcraft)
RE: Castle Defense
Posted: Mon Jul 17, 2006 12:53 pm
by Alpha
I love LotR, and I can help you map and skin.

It's a tall order, but can be done. Maybe Vyse would be willing to help. You could ask him.
RE: Castle Defense
Posted: Mon Jul 17, 2006 1:16 pm
by n0bs
Wow that would be really great Alpha. Add me on msn or something it'll be easier to work things out that way. And Thanks for your motivation Astute I really appreciate it. What you said was exactly what i was thinking of... first start the map add in regular units from the shipped swbf and then when thats all figured out add in the edited units and wtv...lol easier said than done tho XD.
RE: Castle Defense
Posted: Tue Jul 18, 2006 6:52 am
by =AOX=Durge
okay,I like this idea of a sorta not like starwars map. I have seen alot of people doing those ever since Vyse did Hyrule, and they are all good ideas.
RE: Castle Defense
Posted: Tue Jul 18, 2006 11:28 am
by yankeefan05
Id love to c a Helms Deep.
Btw-Will this get deleted on July 20 because it is under 50% done and no pics?
RE: Castle Defense
Posted: Tue Jul 18, 2006 12:23 pm
by Alpha
It would be best to close this now. I'm starting the map layout over for him and he's working on models right now.

RE: Castle Defense
Posted: Tue Jul 18, 2006 12:29 pm
by JawaMan
yay! a LOTR map!!

woot! Good Luck and i hope all goes good!

Posted: Wed Jul 19, 2006 12:46 am
by n0bs
Hey! Here's a small update. I started modeling a castle wall in xsi i haven't started the stairs yet cuz im not sure how exactly im gonna do those. mm its not much...and it is my first thing ive ever done on ANY modelling program. Uh lol enjoy i guess.
Feel free to post any comments.
And if you know how to improve on this or make it better feel free to contact me.
Posted: Wed Jul 19, 2006 12:56 am
by aadd222
looks nice!
can u put a clone trooper besided it so i can see how big it is?
Posted: Wed Jul 19, 2006 12:59 am
by Guest
This looks like its going to be a sweet map!
__Arty__
Posted: Wed Jul 19, 2006 10:28 am
by Xavious
is that coiled wire on the top?
Posted: Wed Jul 19, 2006 10:29 am
by Alpha
Very nice. I'm working on map layout now and where things should go.

Posted: Wed Jul 19, 2006 9:20 pm
by n0bs
aadd222 wrote:looks nice!
can u put a clone trooper besided it so i can see how big it is?
lol im not gonna put a trooper in there but im pretty sure a regular trooper is relatively about 2 squares so i made the wall more proportionate to a a trooper. Here is a new screen of the new resized wall + the beginning of the stairs( can someone help me with the stairs plz cuz i cant get it to look like stairs, rite now it looks like ramp.

Posted: Wed Jul 19, 2006 9:38 pm
by Alpha
Good job. I like the ramp, I sent you a picture of the height stuff I've done so far and you can show that if you want. I'll be doing textures next. (BTW, I'd appreciate it if people checked out this topic
index.php?name=PNphpBB2&file=viewtopic&t=6080 as well as this one.)
Posted: Wed Jul 19, 2006 9:56 pm
by ex2100
yo u guys should really ask vyse to help u with this we might be able to get his bow and maybe some swords off him he he is nice enough to help u
Posted: Wed Jul 19, 2006 11:04 pm
by Kyross
For stairs jut use a bunch of cubes stretched out into rectangles.
Th common unit is 2 squareshigh, that wall is more than sufficient in size. Think of how long it'll ake the poor sucker to climb all those stairs...
Posted: Wed Jul 19, 2006 11:22 pm
by JabbaLovesLava
actually making stairs out of cubes is dumb. You could save lots of polygons by making it outta one cube.
Posted: Thu Jul 20, 2006 1:26 am
by n0bs
Here is another small update I GOT THE STAIRS WORKING

Yea this is wall is close to being finished now Umm but i still need help with it. Firstly I dont know how to make the stairs all one thing cuz their all seperate boxes. Secondly I dont know how to use it so i can put it into zero editor or wtv. Lastly I don't know how to texture it

those seem like noobish questions...but plz don be harsh this is my first xsi project ever. Like always, any sort of help is appreciated.
Well here are the stairs enjoy:P
Front View
Back View

Posted: Thu Jul 20, 2006 1:37 am
by pinioncorp
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Just make sure you delete the polygons which are not visible, ie. the polygons on the backs of each step, where it faces a step higher up, as well as the polygons which face the wall.
There are better ways of modeling stairs, but for a first try that is pretty good. Just make sure you make a seperate collision object, as climbing the stairs would be a pain. The collision for stairs is usually just a ramp. The upside to this would be that you could make sure that each step is the same increment higher each time.
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