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Age of Kings Heaven » Forums » Mod Design and Discussion » Tales of Middle Earth - Version 0.8.13 Released!
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Topic Subject:Tales of Middle Earth - Version 0.8.13 Released!
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Mr Wednesday
Cavalier
(id: matty12345)
posted 08-18-12 03:58 AM CT (US)         



Complete Visual Recreation of Middle Earth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Unique Gameplay to recreate the War of the Ring


Fully Functional and Engaging Mulltiplayer Experience . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Enhanced Scenario Editor for Designers


• Choose from one of 18 unique factions.
- Guide the wise and fair elves - Lindon, Rivendell, Mirkwood, Eregion, and Lothlorien.
- Fall under the sway of the Shadow with Angmar, Mordor, Isengard, Dol Guldur, or Minas Morgul.
- Place your hope in the Men of the West with Arnor, Gondor, and fabled Numenor of old.
- Ride with the Native Men of Rohan, Rhovanion, Harad, Umbar, or Rhun.


• Battle on new random maps based on real Middle Earth locations.

• Research countless new technologies and decide the path of your race with faction choices.

• Enjoy the rich world of Middle Earth as presented by one of the largest modifications ever produced for Age of Empires II.

• Create that LOTR campaign you always had in mind or play online against a friend!



Current Version: (Version 0.8.13) :: Release Date: 9/15/18


Current Development Notes:
Change Log - Find out what's changed in the latest version.

The current version of Tales of Middle Earth is fully playable. Later versions will improve balance, eliminate bugs, and possibly implement some final features. If you would like to report a bug or suggest changes, please leave a comment below or add a bug report to the github page.

NOTE: As Tales of Middle Earth is currently in a pre-release version, we ask that you bear with any discovered bugs or imbalanced stats for units or technologies. Please report any issues, and we will work hard on solutions.


The road goes ever on and on...

[This message has been edited by Mr Wednesday (edited 11-17-2018 @ 00:41 AM).]

AuthorReplies:
Dead_End
Cavalier
posted 03-01-13 07:20 AM CT (US)     1646 / 3921       
Whay is dropbox and how do i get it? Please tell me someone.
Dropbox
Mr Wednesday
Cavalier
(id: matty12345)
posted 03-01-13 07:21 AM CT (US)     1647 / 3921       
Which is what makes your units look too pixelated. It might be worth practising low-detail designs. I think Matt's work follows that practice; his units come out very well. (Not to say yours aren't good, of course!)
See, this is why I think designing 18 sets may be a waste. It's too hard to see the differences. Units are just a tiny bunch of pixels, and trying to differentiate between Arnor, Gondor, and Numenor is pretty hard.

How about you do six sets, not 18? Like I set up before, it's easy to see the difference between an elf and a Gondorian. To see the difference between a Lindon Elf and a Eregion Elf, not so much.

Or you can just do all 18, but I think it's overkill.

EDIT: I love the Rhun units. They look very good, if you try to follow the movies, and seeing as I lost that fight a long time ago...

"And Matt is a prolific lurker, watching over the forum from afar in silence, like Batman. He's the president TC needs, and possibly also the one it deserves." - trebuchet king

[This message has been edited by Matt LiVecchi (edited 03-01-2013 @ 07:22 AM).]

Sebastien
Dark Samurai
posted 03-01-13 07:47 AM CT (US)     1648 / 3921       
Which is what makes your units look too pixelated. It might be worth practising low-detail designs. I think Matt's work follows that practice; his units come out very well. (Not to say yours aren't good, of course!)
Jorgi: You'll get better results if you render your units using mental ray. Or atleast, playing around with the antialiase settings in the default scanline renderer. I find blackman works quite well for AOK (in the filter selection), as it makes the actual units less pixelated and brings out more detail; but the edges are still relatively easy to add transparency to for the backgrounds.
See, this is why I think designing 18 sets may be a waste. It's too hard to see the differences. Units are just a tiny bunch of pixels, and trying to differentiate between Arnor, Gondor, and Numenor is pretty hard.
I think 18 sets would be amazing and if there is the ability to do it, then why not? I admit, there could be some more defining uniqueness between the two shots posted, but overall, it' brilliant.
ModRocker
Squire
posted 03-01-13 09:16 AM CT (US)     1649 / 3921       
I agree with seb, I don't understand why you wouldn't want to give each civ their own unit graphics when jorgito has everything the mod needs and more. Jorgito, you've come a long way my friend in designing units. The size is perfect, each realm has features that are well defined and the they all appear to be very sharp. sub commander and joseph bugman were the first to attempt a lotr total conversion back in like 2001. they never came close to finishing anything however they had a very impressive collection of models. these models were all very detailed, they looked like they could be used as background characters in the movies. sure these models were neat to look at but when scaled down to the size of aok units they looked horrible. all the little details would blur together and the colors looked horrible. I think you have a good idea of what you're doing based on what I see but sweat the little stuff, as long as it looks good scaled down that's all that matters. keep up the good work and I hope to see all your graphics used in the mod because it would be a waste of talent to not put the time into adding them

Pulkit, I can't imagine the amount of data editing and fixing you've had to do over the years. I know it is all overwhelming to have to add all these graphics to the game, sort them out and everything else. Please just be patient, if it takes another year it would be worth it to have each realm unique in appearance.

Jorgito, were you able to recover the graphics for your mumak? if so, could you design melee and ranged versions. If so, maybe you could change their appearance. Since it is movie based, there's all kinds of decorations you could give to each one to make them stand out from each other.

I hope my comments weren't too pushy and some what helpful, I know you guys are trying to stay focused on what's most important but best of luck and I can't wait to play the next update, I have a feeling you guys are gonna blow us away this time around.
Pulkit
Squire
posted 03-01-13 09:52 AM CT (US)     1650 / 3921       
Well I was planning to work in the tax collector, renewable mines etc. into the AI. That was sort of the point..
But those things are not even ready? They are not a part of the v0.6.3 available in the Dropbox. Hence, as I said, beyond your scope at the moment.
At this point the AI is mostly ready actually. It builds an economy, it attacks, it defends, it knows how to build boats and transports on water maps, trades with allies, etc. All of this can be improved upon of course, but the key thing here is the strategy, ie. training of units and researching techs, which is greatly dependent on unit balance ( which is why I put a lot of stress on it.. ).
Great news! For the strategies, I'm afraid you are hindered by my slow pace. You can either: a) wait for the full version 0.7 to be available in the box, or b) work with what we have so far. The latter is usually how parallel work happens in game dev, from my experience and learning. You can make some basic strategies for Dol Guldur (of course I totally understand it will be hard to assess the performance given the interfering bugs), and likewise with other civs until you get a better update to refine your work further. An iterative approach, so to speak.
Whay is dropbox and how do i get it? Please tell me someone.
Matt and I use Dropbox to share stuff as that is finalized. Once you have your Rhun set finalized, we will put up your graphic files there too, no worries. Until then, continue posting on this thread.
Wait, you had to resize my units? Which ones? I thought I designed them all the same height as the AoK champion. Hmm.
Almost all of them. I have recorded the percentage reduction for all units if you'd like to know (they range from "70-95% of original size"). And yes, I did keep the Black Numenorean and such units slightly larger as intended. Sorry, didn't want to annoy you given you were in a delicate mood those days, so I resized them myself. It's okay, I know my way around Photoshop. Still, I apologize.
I agree with seb, I don't understand why you wouldn't want to give each civ their own unit graphics when jorgito has everything the mod needs and more.
What happens to the Unique Units when all the regular units are unique already? Try to imagine how the mod will play out. At present, and just like in AoK, we look forward to building the Castle to unlock a special unit, or research an alliance to unlock another. If there already are totally unique regular unit lines, why bother? What charm do the other units hold? (I am, of course, talking in terms of graphics only.) If all Gondorian soldiers already look like tower guards, what value does the Tower Guard add?

I prefer Matt's suggestion. We can distinguish standard unit lines by race at the most. All Westron one set, all elves another, etc. Any further specialization will undermine all the effort we have taken to make the civs unique through techs, UUs and alliance units. Hope my third-grade English semble raisonnable de vous tout.

Tales of Middle-Earth | Don't miss it
fr steve
Squire
posted 03-01-13 10:10 AM CT (US)     1651 / 3921       
Hope my third-grade English semble raisonnable de vous tout.
Vous semble à tous raisonnable is surely better

"Vous vous rendez compte, la France est le seul pays au monde où l'on recycle toujours les mêmes hommes politiques, même lorsqu'ils ont échoué !" Nicolas Dupont-Aignan

AGE OF VOIVODS
Still looking for DANISH, UKRAINIAN, LITHUANIAN and HUNGARIAN voices.
John the Late
Knight
posted 03-01-13 10:40 AM CT (US)     1652 / 3921       
If all Gondorian soldiers already look like tower guards, what value does the Tower Guard add?
Good stats.
ModRocker
Squire
posted 03-01-13 11:27 AM CT (US)     1653 / 3921       
I understand your concern Pulkit, however as long as the units share similar traits, then the standard units wouldn't appear as a mess of unique units. For example, all the swordsman would carry a sword and shield. With how tome is structured I understand how this could be a problem though, with different realms getting special units as part of their standard unit line (southron spearman for example). I just want to make sure were on the same page though. Since every civ has its own data, all you would be changing are the standard unit's graphic id's and maybe the icon id's as well. Civ bonuses would still apply of course. Now here's where things get problematic. How do we handle upgrades? do we remove upgrades altogether? Or do we leave upgrades but the graphics stay the same? I personally don't like the idea of creating a replacement for every single unit. For example, unique graphics for the archer, crossbowman and arbalest (I'm aware they aren't called these in tome). In this example, I personally like the idea of just having a single graphic that stays the same as the unit upgrades. I already know this will work because it works for star wars galactic battlegrounds. I also understand that it would cause the current structure to be reworked in a lot of areas. Like the realms that create orcs. Orcs are separate from the standard unit lines and this would have to be changed if the unique unit lines is implemented. Unique units would have to stand out, but I don't see this as a problem. I know there are other issues. Whichever direction you guys decide to take with jorgito's units I will be supportive of. If Jorgito releases the graphics pack containing all his units, that alone will make myself happy. I just don't want to see all his units go to waste.
Jorgito_aqua27
Squire
posted 03-01-13 11:41 AM CT (US)     1654 / 3921       
Are you referring to Matt's units in the Dropbox? Be careful: Matt's units have all been resized to fit the AoK sizes. If you play ToME, you will find his units are the same size as AoK's. I'd have to resize your units as well if they are larger.


Allright i took some screenshots in game and pasted the new units, i keep the purple shadows so you can notice the new ones.



A few things to notice:

1- Matt's units when they are standing have a different animation than mines, his units try to resemble the "stand ready" that aok original units have. Mines are just standing, not like ready for battle with your legs flexed and your arms ready to fight, just standing like some normal guy might do.

Now, as you can see even if my units have a different position they have the same height as matt's units.

But if you compare them to the aok originals, they are bigger.
Which is what makes your units look too pixelated. It might be worth practising low-detail designs. I think Matt's work follows that practice; his units come out very well. (Not to say yours aren't good, of course!)
To be honest i dont understand what do you mean about the "pixels" Again when i look at the picture and compare them with Matt's units they look ok to me.
Only thing is, i think the cloaks are too long.
They are not using cloaks, is a coat that is adjusted in the chest and cover the back part of the legs. The units that use cloaks like my gondorians units will loke different you will see.
If they were too big that's an honest mistake. I was trying to stay AoK sized. Uruks are a little bigger, and Black Numenoreans because of the tall helmet, but the rest are supposed to fit.
They are sligtly bigger than normal aok units but to be honest i like it that way, so dont change it.
I put a screen of my elven units there so you can see the diff in size between the elf, your units and the new ones i posted.
Jorgi: You'll get better results if you render your units using mental ray. Or atleast, playing around with the antialiase settings in the default scanline renderer. I find blackman works quite well for AOK (in the filter selection), as it makes the actual units less pixelated and brings out more detail; but the edges are still relatively easy to add transparency to for the backgrounds.
My computer is really old and it normally takes like 15 seconds per frame to render. I try to use mental ray but it was almost 30 sec or even more per frame.
Jorgito, were you able to recover the graphics for your mumak? if so, could you design melee and ranged versions. If so, maybe you could change their appearance. Since it is movie based, there's all kinds of decorations you could give to each one to make them stand out from each other.
Yep i have the mumak, but Matt already make one really good and i find insulting to replace it with mine since animate such a beast is a pain and lot of work and i dont want to make him feel that he wasted his time.

I will render it anyway and upload it to the blacksmith along with the rest of units, buildings and unused stuffs.

__________________

Now concerning the difference between units, what they made them look similar is the decision i make about the player colour, if for example i choose to make the coat black for arnor and red for rhun, but i add player colour to the clothe in the legs and arms i am 100% sure that nobody will say: hey they look similar.

The problem with that is that some people will say: hey! i cant see the player color when the units face north! rage!!

Is impossible to please everybody so to be honest i will post the units that i like most. Like i say if you want to use the graphics whoho! good for everybody. If you choose to dont use it i will upload it as a graphic pack and that way everybody could be 50% happy
Furik91
Squire
posted 03-01-13 12:13 PM CT (US)     1655 / 3921       
Jorgito_aqua27, tus unidades están increibles.. No sé cómo pueden criticarte, al menos yo creo que nadie está a la altura de hacer semejantes gráficos.. Desde mi punto de vista están perfectos Saludos Argento.*

*Jorgito_aqua27, your units are unbelievable.. I don't know how people can criticize you, al leats I think that nobody are else can do such graphics.. To me, they are perfect


@Matt, I had no time to make progress in the hobbits, but in this days I'll try to finish at least one of them (:
Cheers guys..
Mr Wednesday
Cavalier
(id: matty12345)
posted 03-01-13 12:34 PM CT (US)     1656 / 3921       
I gotta say, I agree with Pulkit's explanation about unique units vs unique lines. If we had designed the mod with Jorgito's original plan, things like Rohirrim, Tower guards, Uruks, Swan Knights, etc would have all been incorporated in the main unit lines. Instead, the main unit lines serve as a sort of common tree for each civ, from which they branch. Both systems are valid ways to approach a mod, but we're way too far down the one road to switch over. Not that I want to anyway.

There's this idea that we would be getting more units, but really, excluding siege, monks, and ships:

- AoK has 43 different unit graphics
- This method, with a unique archer, swordsman, spearman, cavalry, and UU is 18x5 = 90 unit graphics.
- I dunno the exact count in ToME, but it's a lot closer to the 90 than 43.

Really, the lines are already grouped, it's just a matter of switching to more LOTR looking graphics for them. This I am willing to help do. 18 lines seems a bit much.

I'm also opposed to replacing the mordor unit lines with orcs, as I like orcs being an alternative to men, not a replacement.
Almost all of them. I have recorded the percentage reduction for all units if you'd like to know (they range from "70-95% of original size"). And yes, I did keep the Black Numenorean and such units slightly larger as intended. Sorry, didn't want to annoy you given you were in a delicate mood those days, so I resized them myself. It's okay, I know my way around Photoshop.
Sorry about that. Crap, I wonder why this is. I might be suffering from some creep, where I check unit A against AoK, but unit B against A, etc. Will have to be more careful.

"And Matt is a prolific lurker, watching over the forum from afar in silence, like Batman. He's the president TC needs, and possibly also the one it deserves." - trebuchet king
MarcAnton
Squire
posted 03-01-13 02:14 PM CT (US)     1657 / 3921       
The new units really look incredible! =)

[This message has been edited by MarcAnton (edited 03-01-2013 @ 03:35 PM).]

Pulkit
Squire
posted 03-01-13 07:06 PM CT (US)     1658 / 3921       
Good stats.
Did you even read what I just said? "I am, of course, talking in terms of graphics only.".
Since every civ has its own data, all you would be changing are the standard unit's graphic id's and maybe the icon id's as well.
I've explained in one of my recent posts it is not this simple.
Now, as you can see even if my units have a different position they have the same height as matt's units.
Yes, your units look the correct size.
The problem with that is that some people will say: hey! i cant see the player color when the units face north! rage!!
That is totally fine. Some units in ToME already face the same problem (e.g. the steel bow Cuthalion) where you can't see the player colour when the units are facing north. No player has ever complained about that!

Also, the Nazgul and the dragon get a special license to not have any player colour at all!
Is impossible to please everybody so to be honest i will post the units that i like most. Like i say if you want to use the graphics whoho! good for everybody. If you choose to dont use it i will upload it as a graphic pack and that way everybody could be 50% happy
Would you mind if I use some of the units for Unique Units, instead of regular units?

If we follow Matt's suggestion and use 1 set of units, say Gondor, common for all Westron civs, then we have the Arnor and Numenor set free to use for other things. I could better use those units as UUs and alliance warriors (e.g. the Rhudaur tech has no UU, and the Rhudaur soldiers unlocked can do with better graphics).

Likewise, the Rhun horseman you have made can totally go for Balchoth Raider, for which we need better graphics.

I think this way, we can have a bit of uniqueness to the regular unit lines, as well as improve on the Unique Units and Alliance Units we are currently lacking.

Tales of Middle-Earth | Don't miss it

[This message has been edited by Pulkit (edited 03-01-2013 @ 07:15 PM).]

ModRocker
Squire
posted 03-01-13 07:11 PM CT (US)     1659 / 3921       
Some of matt's units, like the gondor ones are really good and I understand the concern about the unique units. Did anyone read my suggestion on this? It seems like nothing I said is being taken into consideration. Just keep each line basic, don't give any of the gondor line features of the tower guard. games workshop's lotr miniatures are a great source of how to design a lot of them. also the upgrades have to be taken into consideration. Just like the buildings, the units don't have to change appearance as they upgrade and we don't have to add unit data, just graphic data, since all the civs share their own data...common sense. So the number would actually be a lot smaller, jorgito seems method of mass producing units seems to be working just fine, it's just a matter of adding the graphics and keeping everything organized. Like I said I support whatever decisions you guys make, I just don't like seeing the units go to waste.
Pulkit
Squire
posted 03-01-13 07:19 PM CT (US)     1660 / 3921       
1. Yes, of course, we will no longer have changing graphics for unit line upgrades. It is kind of a given.

2. Your words "just a matter of" and such make the process sound a lot simpler than it is.

Tales of Middle-Earth | Don't miss it
John the Late
Knight
posted 03-01-13 08:33 PM CT (US)     1661 / 3921       
Did you even read what I just said? "I am, of course, talking in terms of graphics only.".
Sure I read it, how could I answered to you without reading it? Must have skipped the part in brackets though. Sorry.
Carter938
Squire
posted 03-01-13 11:09 PM CT (US)     1662 / 3921       
Jorgito, what software do you use to make your units?


What did Pippin do when he got drunk? He started to feel Merry!
Jorgito_aqua27
Squire
posted 03-02-13 00:09 AM CT (US)     1663 / 3921       
Thanks for the kind comments
___

Pulkit you can use the graphics in the way you want, no need to ask me :S

I dont consider my self a developer of Tome since all the work was done by you and Matt and i came back like a few days ago. I am more like some guy that is trying to help with new or missing graphics, thats all.
If you wanna use them is ok, if you dont is ok too lol i am not forcing you to do anything.

I guess nobody noticed it but the archers have the arrow quiver in the wrong shoulder and was looking weird in the animation, i fix that already and upload the fixed version to the dropbox. I also upload the gondorian set with his UU, for arnor i need to finish a ranger (just render) and for rhun a cavalry or a war wagon.. that one depends on the free time i get this weekend because i need to rework the models and animations.

__________

@Carter: i use 3dmax to make them.
qaz123tfg
Squire
posted 03-02-13 02:31 AM CT (US)     1664 / 3921       
Carter938, your buildings look good but slightly too bright.

Jorgito_aqua27, your units look great as always.

Matt and pulkit, I am very thankful for your hard work.
Carter938
Squire
posted 03-02-13 03:07 PM CT (US)     1665 / 3921       


Rhun Town Center. Tell me what needs improving.


What did Pippin do when he got drunk? He started to feel Merry!
MarcAnton
Squire
posted 03-02-13 05:37 PM CT (US)     1666 / 3921       
The town Center looks good but just as on the Mill you should remove the coffin inside it (and @the mill it is next to it)
Besides that maybe try to make the cart in a different color and add a second cart outside of the TC ?

I like how your models are seemingly improving over time and I think the current TCs design looks good and I can't wait to see it in-game

Maybe try to add some more of the eye candy on the ground. Like more Kegs and more Boxes or some haystack etc.


Other idea: right now the TC beard resemblance to the AoK TCs in the way that it faces "southwards" maybe make it more three-dimensional by adding two more entrances to the NorthWest and NorthEast side (so that it looks more like a "Y"if you know what I mean

[This message has been edited by MarcAnton (edited 03-02-2013 @ 05:42 PM).]

Carter938
Squire
posted 03-02-13 06:18 PM CT (US)     1667 / 3921       
Thank you Marc, i will do that.

Anyways, I was digging around in my old sketchup models and found this Barad-dur one. I originally made it for another LOTR mod, and Its a replica I made of someone elses thats on the warehouse. It took me around a month to make. The only thing I dont have and dont know how to make is the spire of rock that it sits on. Thats why it looks like its floating. Matt, if you could give me the Mordor textures (all of them) I could see how it looks.



What did Pippin do when he got drunk? He started to feel Merry!

[This message has been edited by Carter938 (edited 03-02-2013 @ 06:20 PM).]

battlechaser
Squire
posted 03-03-13 10:51 AM CT (US)     1668 / 3921       
Again beautiful work from you all .,
Any idea when the update will be released for public play ?
MarcAnton
Squire
posted 03-03-13 10:54 AM CT (US)     1669 / 3921       
@Battlechaser: has been mentioned several times on the last few pages
It will still take another 1-2 months since this update is huuuge.


@Carter: I guess you used this model? http://sketchup.google.com/3dwarehouse/details?mid=64119b161e92802a396bf2f42ce62d66

There is another one on the 3D Warehouse that is more complete but I dont know if using an open model for the mod is okay?

[This message has been edited by MarcAnton (edited 03-03-2013 @ 12:53 PM).]

DJeronimo
Banned
posted 03-03-13 12:16 PM CT (US)     1670 / 3921       
do not make a big castle as a single building - it looks like kitsch - make isnstead towers and walls and these combined should create the larger castle...
John the Late
Knight
posted 03-03-13 01:59 PM CT (US)     1671 / 3921       
do not make a big castle as a single building - it looks like kitsch - make isnstead towers and walls and these combined should create the larger castle...
You shall be praised! I am not the only one! But that is a problem of AoK, not ToME, one definitely cannot blame them to follow the original game's way.
Jorgito_aqua27
Squire
posted 03-03-13 02:05 PM CT (US)     1672 / 3921       
This is too quiet.. i dont like it..

@Carter good job on the buildings

Taking huge buildings and rezize them to fit in aok dont work, the main tower will look good but the rest way to small, is better if you take the big tower add a stair with a door at the bottom and thats it, so it can be builded in the scenario editor. You can add the "mountain" using the aok cliffs, and the lower part using the mordor walls, etc, you get the idea i hope.

___________

Gondor and Orcs sets have been uploaded to the Dropbox:





Friken orcs they look horrible and scary in big size and i reworked the animations to make them look more wicked, in the tiny aok size they look "meh" haha
monsterslayer
Squire
posted 03-03-13 02:12 PM CT (US)     1673 / 3921       
jorgito
those units look really sexy great work
Carter938
Squire
posted 03-03-13 02:20 PM CT (US)     1674 / 3921       
Marc, I actually made a replica of that one because of a bet I made with my freind, long story. Jorgito, I will try what you say. Btw, those orcs look great.


What did Pippin do when he got drunk? He started to feel Merry!
Jorgito_aqua27
Squire
posted 03-03-13 04:35 PM CT (US)     1675 / 3921       
wohoo i discovered how to make animated gifs

here is the UU for arnor:



Not using helmet, and instead of have leather armor is using plate and a long chainmail with a blue coat. Ha! like if this matter.. stupid tiny size.. i should go back to mod skyrim.

I will post soon the Harad set of units.

EDIT: Also say hi to the rohirrims.



Posting gifs is way more easier than the silly preview i am use to make with the units in all the angles.

[This message has been edited by Jorgito_aqua27 (edited 03-03-2013 @ 06:54 PM).]

ModRocker
Squire
posted 03-03-13 10:22 PM CT (US)     1676 / 3921       
Hell yeah! Jorgito your units are really good. The pixels are clean, the animations are smooth and the player color looks natural and doesn't look out of place. I've always wanted a royal guard unit like from the movies, thank you for making one! Could you post a gif of it attacking in the south west direction?

Jorgito, it would probably be a massive file, but since Pulkit has made it clear that he isn't going to use all your graphics, would you consider making an "ultimate" lord of the rings graphics pack. Neither of us know how to put a total conversion together like Pulkit can but someone in the future might want to create a lotr total conversion different than tome. (sort of like all roads lead to rome and rome at war). The way you mass produce units and the quality of your buildings isn't something that should go to waste. The pack could contain buildings, units and eye candy. Since you wouldn't be restricted to how many units you can replace or spending time making slp's, etc... you could focus on mass producing graphics so that one day, a young designer with a lot of free time could put everything together in a total conversion that is more about unique graphics instead of tome which is more about unique game play.

[This message has been edited by ModRocker (edited 03-03-2013 @ 10:24 PM).]

Jorgito_aqua27
Squire
posted 03-03-13 10:24 PM CT (US)     1677 / 3921       
Rohan set finished and uploaded in the Dropbox:



Ok, so far you guys have 22 brand new unique units fully animated with player color to use... my debt is almost done!! when i finish this i wanna make the medieval mod i always wanted to do

EDIT:

@Modrocker: sorry it seems we posted at the same time lol, yeah my plan is to upload all the unused graphics to the blacksmith under the utility section like my first graphic pack

Gawd! edit 2, there you go:



________

I wanna make the movie elves since my elves looks small compared to the new units and also they look like 1st age elves like i wanted to do at the begining.

[This message has been edited by Jorgito_aqua27 (edited 03-03-2013 @ 10:32 PM).]

Mr Wednesday
Cavalier
(id: matty12345)
posted 03-03-13 10:30 PM CT (US)     1678 / 3921       
Ok, so far you guys have 22 brand new unique units fully animated with player color to use... my debt is almost done!! when i finish this i wanna make the medieval mod i always wanted to do
wow, I'd love to see what you come up with for a medieval mod!

If you do harad and some elves, that should be all anyone needs. And the units are beautiful as always.

"And Matt is a prolific lurker, watching over the forum from afar in silence, like Batman. He's the president TC needs, and possibly also the one it deserves." - trebuchet king
ModRocker
Squire
posted 03-03-13 11:14 PM CT (US)     1679 / 3921       
There's something not right about the attacking animations. are your spearman units using the same animations as your swordsman? the spearman should use a forward thrust motion instead of the downward jab currently being used. Right now there seems to be no weight in the spear.

Good idea about the elves, they should definitely have a second age look. about the graphics pack, could you include the units that are in tome, so if anyone uses the new graphics they can also use the old ones as well.
Jorgito_aqua27
Squire
posted 03-03-13 11:32 PM CT (US)     1680 / 3921       
No, i have a set of animations for spear with shield another for sword with shield, another for two handed spear and another different for 2handed sword/axe,etc,etc,etc.
Also i have like 3 diff attacks or more since i found another dvd with more old stuffs that i could change when the unit turns, but seems like even more waste if this is not going to be used

Check one of the swordsman attacks:



Maybe the gif animation is set too fast idk i set this one (swordsman) slower, but in game they attack slow and stab on the chest of the other unit.. you are confusing me haha.

EDIT: please dont enter in little details that will slow me down, it took me like 10 minutes and some times even more to fully render a new unit (yes my computer is friken old and need vacations).

[This message has been edited by Jorgito_aqua27 (edited 03-03-2013 @ 11:37 PM).]

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