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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:
ModRocker
Squire
posted 03-03-13 11:57 PM CT (US)     1681 / 3922       
Ok I understand about the attack animations. The swordsman looks really smooth, but all that matters is how well they look in game. Concerning your rohan set, I personally don't like how they all have an elite look, as in they all have the same helmet and cape. There are other helmet designs you could have used and only the most elite of rohan warriors should have the horse tail helmet. What I do like about the set are the different shield designs, you did a good job.
battlechaser
Squire
posted 03-04-13 03:49 AM CT (US)     1682 / 3922       
Wow, beautiful work again Jorgito ! Loving all of it, especially the orcs ., I still don't understand how you can create such amazing graphics and units at such a quick rate. After Elves and Harad (wich I am looking forward too ) I hope you could create that epic ent I'm nagging about all the time :P., Keep up the good work guys !
BF_Tanks
Squire
posted 03-04-13 05:31 AM CT (US)     1683 / 3922       
@Jorgito:

Amazing.

Any idea when the next update will be to add more stuff to the current release?

Proud Member of Black Forest Studios
Co-creator of Silent Evil - Voted Best Multiplayer Scenario of 2009
and The Seas of Egressa - Voted Best Multiplayer Scenario of 2010
Pulkit
Squire
posted 03-04-13 05:55 AM CT (US)     1684 / 3922       
Alright Jorgito. Those are some excellent units! I'll try to find places for as many as I can in ToME, either by replacing regular units or using techs similar to King's Men.

I'm still implementing the new techs and restructuring of the civs. Very exciting!

Tales of Middle-Earth | Don't miss it
Carter938
Squire
posted 03-04-13 06:22 AM CT (US)     1685 / 3922       
Cant wait for the Harad units jorgito. Keep up the good work.

Seb, when can you be on skype.


What did Pippin do when he got drunk? He started to feel Merry!
MarcAnton
Squire
posted 03-04-13 08:37 AM CT (US)     1686 / 3922       
@BF_Tanks:

I guess it's going to take another month since this is a huge update but only Pulkit and Matt can tell


@Jorgito: The units are awesome! My only gripe with them is that they are a bit too similar if you know what I mean. Even the Orcs (from what I can see, might be different ingame) look similar to the other units.
Mr Wednesday
Cavalier
(id: matty12345)
posted 03-04-13 10:57 AM CT (US)     1687 / 3922       
that's mostly an aok problem, not Jorgito's fault. The sprites are just too small to do much with. Which is why unique graphics for all 18 civs is a waste IMO. Better to implement them as Pulkit plans to.

I'm sorry I've been doing nothing lately. I'm not giving up, but some real life problems are taking me away from this for a while. I do want to at least finish a couple things off before I disappear on everyone for a while. Hopefully, I'll get the few odds and ends done this week.

"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
Carter938
Squire
posted 03-04-13 11:30 AM CT (US)     1688 / 3922       
So Jorgito, you make your actual units (not buildings) in 3d max and animate them there? I didnt know you could do that. Matt uses Poser. Ive been trying to find a simmliar software to make and animate AOK units, but cant seem to loacate one. Any help is appreciated.

Anyways Seb, this a message to you. We really need to talk on skype soon. For the Easterling buildings, we need to make about 19 buildings if we decide to completely redo the Easterling design. If we decide to make edits to my current ones, it will take about half the time. If we decide to keep my current ones and finsih the remaining buildings, we have about 5-7 to do. Im aiming to be done with these by the end of March. On most weekdays I can ussually take about 30 mins to 2 hours to work on this, and on weekends I am ussually able to work on them all day (unless something comes up), but I take long breaks. I hope your using sketchup to make yours, but if you arnt I can always transfer my sketchup files into normal 3d files. Whatever needs to be done. So, the list of what we need to do is as follows.

1. Come to a conclusion on the design scheme.
2. Come to a conclusion on the texture scheme (mainly the roofs, everything else is fine)
3.Figure out details and motifs to use.
4. Make the buildings.

In general, the buildings need to have a good Eastern feel. I think to acheive this we need to use lots of rich colours, escpecially bronze, brass, and gold. Matt likes the idea that they are a rich people, so extravagant and illustrious buildigns are going to be pretty common.

As for everyone else: If there is any area we are lagging ebhind in or having trouble in, Im willing to help out. Just either teach me how or give me a tutorial. Cheers.


What did Pippin do when he got drunk? He started to feel Merry!
MarcAnton
Squire
posted 03-04-13 12:13 PM CT (US)     1689 / 3922       
@Carter: 3dsmax & Maya are the two programs used the most for professional 3d animation, so yeah you can actually do ALL that stuff in 3dsmax
Sebastien
Dark Samurai
posted 03-04-13 12:35 PM CT (US)     1690 / 3922       
Carter. I'm on tonight. I have a pretty specific design idea for them so I'm sticking with that. I can show you what I mean later if you're on.
I hope your using sketchup
No, I use 3ds max.
2. Come to a conclusion on the texture scheme (mainly the roofs, everything else is fine)
That comes with the design. Sifting through textures on Skype is really tedious and pointless. I use a varying number of textures depending on what I'm designing, and may blend some into others etc. I unwrap all my buildings and apply custom UV's, rather than one tiling texture. But sure, we can talk about the textures in general.
Jorgito_aqua27
Squire
posted 03-04-13 01:42 PM CT (US)     1691 / 3922       
Harad set is done and ready in the Dropbox:



Ok I understand about the attack animations. The swordsman looks really smooth, but all that matters is how well they look in game. Concerning your rohan set, I personally don't like how they all have an elite look, as in they all have the same helmet and cape. There are other helmet designs you could have used and only the most elite of rohan warriors should have the horse tail helmet. What I do like about the set are the different shield designs, you did a good job.
The animations are really fluid and smooth, just to give you an idea every animation have 50 frames and i need to cut them to 10 frames... thank you AOK! but you get the idea.

Now concerning the "elite look" this have a reason:

Pulkit and Matt have been clear that they are not going to include all the units, so i try to make every unit as epic and elite as i can in the case they pick just only one of the set, i want that the one they choose looks good, not like a skinny farmer with a pitchfork.

___

@battlechaser and BF_Tanks: thanks for the kind comments no ent for me for now haha and i dont know when the update is going to be released.

Concerning the "graphics mass production" like some people call it lol that is not true, is the work of like 1 year that it was missed after my pc crash and i was forced to quit for RL stuffs.

My wife found a dvd with the 70% of my old stuffs, i am just finishing what i started.

I will put it simple concerning units: i have a skeleton with animations for attack, walk, stand, die,etc,etc, when i wanna make 1 unit i "paste" the body over the skeleton, set that every bone move the designed part of the body and then is a matter of switch details like heads, armor parts like helms, shoulders, boots, weapons and switch textures.

_____
Alright Jorgito. Those are some excellent units! I'll try to find places for as many as I can in ToME, either by replacing regular units or using techs similar to King's Men.

I'm still implementing the new techs and restructuring of the civs. Very exciting!
Ha! i knew it you couldnt resist muahaha i can help with the data stuffs if you teach me!
The units are awesome! My only gripe with them is that they are a bit too similar if you know what I mean. Even the Orcs (from what I can see, might be different ingame) look similar to the other units.
You dont have a clue of the amount of detail that the stupid units have, for example did you realize that the Arnor set i posted use 4 different helmets?

Like matt says is not my fault that AOK have the size of tiny ants.

And concerning the units beign similar, could you elaborate more please? because right now i dont have any problem on notice if one set belongs to harad or rhun or orcs or gondor.

Take this example all the champs of the civs i have rendered so far:



that's mostly an aok problem, not Jorgito's fault. The sprites are just too small to do much with. Which is why unique graphics for all 18 civs is a waste IMO. Better to implement them as Pulkit plans to.
If you cant tell the difference between set either.. idk i am just giving you the chance to not make a mod i am giving you the chance to make an entire new game, is your call.. the graphics are yours to use.
Carter938
Squire
posted 03-04-13 02:14 PM CT (US)     1692 / 3922       
AMAZING Haradrim Jorgito. My only gripe is the back "fan" things. I think it should only go on the champion, not the archer. Looks a bit weird for an archer unit.

Anyways I've edited my Easterling Castle. Here's the bmp of it:



Tell me what needs improving.


What did Pippin do when he got drunk? He started to feel Merry!
Mr Wednesday
Cavalier
(id: matty12345)
posted 03-04-13 02:35 PM CT (US)     1693 / 3922       
If you cant tell the difference between set either.. idk i am just giving you the chance to not make a mod i am giving you the chance to make an entire new game, is your call.. the graphics are yours to use.
No, no! I can tell the differences and they all look awesome. But some details you just can't do, and neither can I. I design a scary orc head, but it looks the same as a human head when rendered. Or I design segments of armor but it all looks like one piece in AoK. The game is just too small for some details to show up.

For example, it is easy to see the difference between Harad and Gondor. But arnor and gondor, they could be for either. But that's not your fault, I have the same problems.

I love the harad units. Just do some elves now and we will have everything we need.

"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 03-04-13 03:04 PM CT (US)     1694 / 3922       
@Jorgito: No offense! Really no offense. It is just as matt described it, from what I can tell some units (especially the Arnor and Gondor ones) appear similar due to having armor that APPEARS to be the same when rendered for AoK. I am sure this is not your fault but due to the lack of in-game details possible!
But anyway, that is not necessarily bad since in the case of Arnor&Gondor they can be similar.



@Carter: That Rhun castle is good! The only thing I dont like about it is the huge roof/pagoda And maybe you could add battlements to the other walkways? The door on the southwest walkway leading into the tower seems a bit small as well. But let's see what others think about it.

[This message has been edited by MarcAnton (edited 03-04-2013 @ 03:11 PM).]

ModRocker
Squire
posted 03-04-13 04:30 PM CT (US)     1695 / 3922       
I'm still implementing the new techs and restructuring of the civs. Very exciting
Oh so now your restructuring the civs?...J/K, that is a pretty subtle comment though

Pulkit, you're not shrinking Jorgito's units are you? I think they should be a bit bigger than the standard unit size, just to get that extra detail into the shields and stuff. Jorgito

Jorgito, right now tome uses several beta units and aoe units for random warriors like rhudaur and dunland. Maybe you could design new ones since the other ones are rather small and don't really fit the role they fill. It would be an easy fix for Pulkit too since all he has to do is replace the current graphics.

Carter, I like your buildings, the castle looks good the only thing I don't like is the roof. The door and window trim lacks detail too much I think the main texture looks good. The overall, general look of your buildings is pretty consistent and you've definitely come a long way in terms of detail, filling in flat areas and getting to look proportionate. I can see that you put a lot of hard work into them and you have my vote. Here's a common theme designers use when designing a building set you could maybe experiment with to give your buildings more flare. It's not uncommon that you will see different textures used on different kinds buildings. More important buildings like town centers, universities, monasteries, etc... would have textures that make them look more expensive or "grand" whereas buildings like the barracks, archery range, mill, market, etc...would have more of a village look. a good example of this is the forces of darkness set in battles of middle earth. Some buildings have a fortress look and others look slapped together by orcs. anyways don't get too overwhelmed, just have fun and don't be afraid to try new things, good luck man.
Carter938
Squire
posted 03-04-13 05:20 PM CT (US)     1696 / 3922       
Thanks so much ModRocker. Ill will fix it and take your suggestion. Btw, could you give me an idea of how to improve the roof and windows/doors?

Seb, i wont be able to be on skype tonight. Busy, well have to reschedule.


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

[This message has been edited by Carter938 (edited 03-05-2013 @ 06:00 AM).]

Mr Wednesday
Cavalier
(id: matty12345)
posted 03-04-13 05:28 PM CT (US)     1697 / 3922       
Pulkit, you're not shrinking Jorgito's units are you? I think they should be a bit bigger than the standard unit size, just to get that extra detail into the shields and stuff. Jorgito
I wouldn't worry, apparently he shrunk all my units and I was none the wiser, which means it must not be too noticeable.
Jorgito, right now tome uses several beta units and aoe units for random warriors like rhudaur and dunland. Maybe you could design new ones since the other ones are rather small and don't really fit the role they fill. It would be an easy fix for Pulkit too since all he has to do is replace the current graphics.
I believe the plan as last stated by Pulkit is to use these new units to flesh out current units (like Rhudaur), and to add some new techs. So more or less, this is what is planned.

"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
Pulkit
Squire
posted 03-04-13 08:40 PM CT (US)     1698 / 3922       
@Jorgito: The units are really very tempting. Great job! Those funky Haradrim are excellent.

@Carter: Woah, that Castle looks super impressive. The two wall textures work together very well. Great job!
Oh so now your restructuring the civs?...J/K, that is a pretty subtle comment though
I call updating a few techs and adding a few new ones as restructuring the civs. Not only did I not agree with your restructuring ideas, I'd call yours a restructure of the mod itself.

Tales of Middle-Earth | Don't miss it
ModRocker
Squire
posted 03-05-13 02:31 AM CT (US)     1699 / 3922       
It's cool man I was just joking around. My bad if I came off as pushy.

Jorgito, so were you planning on coming back to each realm and designing a javelineer? concerning the mounted units, I had 2 in mind and a 3rd for other civs. a light cavalry unit and a heavy cavalry unit. a 3rd one could be an anti cavalry unit that uses a spear. these are just ideas and I don't expect them to be used...just like to share my random thoughts

Just in case your running out of inspiration, games-workshop just released the hobbit edition of their strategy battle games.
http://www.games-workshop.com/gws/catalog/landing.jsp?catId=cat970001a&rootCatGameStyle=athletic
Carter938
Squire
posted 03-05-13 06:06 AM CT (US)     1700 / 3922       
ModRocker, could you give me an example of how to improve the doors/windows and the roof?

Matt, you know how you said you didnt like the roofing? Is it the roof's structure or texture that you dont like? If its the texture, could you give me and example of what youd like to see? Thanks.

Pulkit Thank you. Ive been working very hard on them, and im happy with how my current designs have progressed.

Can you guys tell me what your specifically looking for in a final design scheme? Like what, in general, could I improve about my buildings, and what also do you like and want to see in the future ones. Thanks all.

Jorgito For the Rhun units, Id make the armored horseman you did a while back their royal gaurd or knight. For the Balchoth raider, id do a more primitive Easterling, like a nomadic steppe raider, like without the bronze armor and helmets. When it come to the horse archer unit, Id take the armored Easterling and simply put him on a horse and give him a compound short-bow.

For the Haradrim, are you going to put a cheiftain on the Mumak? And I think a Far Haradrim unit would be pretty cool just to see.

That is if youre doing unique graphics for all of each civs units.


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

[This message has been edited by Carter938 (edited 03-05-2013 @ 06:12 AM).]

Pulkit
Squire
posted 03-05-13 06:24 AM CT (US)     1701 / 3922       
@Fede_rokr: I found this page today, where an artist has made detailed heraldic symbols for a lot of realms of Middle-earth. Perhaps they may be useful for the interface designs.

Link: http://heget.dreamwidth.org/6919.html

Tales of Middle-Earth | Don't miss it
qaz123tfg
Squire
posted 03-05-13 07:09 AM CT (US)     1702 / 3922       
"I will put it simple concerning units: i have a skeleton with animations for attack, walk, stand, die,etc,etc, when i wanna make 1 unit i "paste" the body over the skeleton, set that every bone move the designed part of the body and then is a matter of switch details like heads, armor parts like helms, shoulders, boots, weapons and switch textures."

Jorgito,

Do you mind sharing that skeleton/body? I have maya.

Your units look great. If I could design even half as good as you, I'd be modding a lot!

Carter,

The overall structure and texture of your castle is fine. It does seem a bit too bright though. Photoshop and most graphics programs should be able to lower the brightness of an image. You have done a great job and learned a lot about modding!
MarcAnton
Squire
posted 03-05-13 07:51 AM CT (US)     1703 / 3922       
@Carter: Not sure if you meant me or Modrocker, but here is what I would change about your roof: Its not the texture, I like it and it fits the "golden pagodas" as described in the books. However, I would stick with only a "single-story-roof" and not this "double-story-roof".

This is how I would do it:



Quick and dirty photoshop, but I can improve the quality ( I just noticed some rough edges around the roofs) if you want.

[This message has been edited by MarcAnton (edited 03-05-2013 @ 10:23 AM).]

Mr Wednesday
Cavalier
(id: matty12345)
posted 03-05-13 07:56 AM CT (US)     1704 / 3922       
Jorgito, so were you planning on coming back to each realm and designing a javelineer? concerning the mounted units, I had 2 in mind and a 3rd for other civs. a light cavalry unit and a heavy cavalry unit. a 3rd one could be an anti cavalry unit that uses a spear. these are just ideas and I don't expect them to be used...just like to share my random thoughts
The current ToME structure is exactly this. Light cavalry, heavy cavalry, and riders, which are spear wielding cavalry.
Matt, you know how you said you didnt like the roofing? Is it the roof's structure or texture that you dont like? If its the texture, could you give me and example of what youd like to see? Thanks.
I dunno, it just seems to not match the rest (which is looking really good btw). The spikes on the edges should probably be straight instead of dipping down in the middle. Or maybe curved, but the current geometry is a bit jarring.

The actual texture just seems off too. Maybe if you increased the shingle size so there were less, or made it more gold and less rusty. It might be better as well if the second roof was smaller than the one it sits on by more.

The castle itself looks very good.
Jorgito For the Rhun units, Id make the armored horseman you did a while back their royal gaurd or knight. For the Balchoth raider, id do a more primitive Easterling, like a nomadic steppe raider, like without the bronze armor and helmets. When it come to the horse archer unit, Id take the armored Easterling and simply put him on a horse and give him a compound short-bow.
Let's not reinvent the wheel. Remember sprites are so small that differences become meaningless. The current CA is fine for all civs and fairly generic.
For the Haradrim, are you going to put a cheiftain on the Mumak? And I think a Far Haradrim unit would be pretty cool just to see.
Again, current Mumak = fine. It's better for Jorgito to make new units than old ones. That's not a good use of time.

Besides, the current Mumak actually has a rider with the whole back banner thing going on.
--------------
Jorgito, any chance you could design evil men? Like wearing dark clothes or something, not sure how you will do it, but you're the master, you can figure it out.

It's just that I don't want to replace the standard unit lines with orcs. Orcs should be an alternative to men with advantages and disadvantages, not just a reskin.

"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 03-05-2013 @ 07:58 AM).]

Carter938
Squire
posted 03-05-13 08:55 AM CT (US)     1705 / 3922       
Thanks Matt, ill experiment and post results.

Heres a roof with the straight lines like you said:



This is one with a concave roof.



I will post a convex roof soon.


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

[This message has been edited by Carter938 (edited 03-05-2013 @ 11:58 AM).]

MarcAnton
Squire
posted 03-05-13 12:50 PM CT (US)     1706 / 3922       
@Carter: The Pictures you uploaded dont work (tried with both Mozilla & IE). By the way, did you see my proposal for your Castle? (two posts above yours)
Jorgito_aqua27
Squire
posted 03-05-13 01:03 PM CT (US)     1707 / 3922       
AMAZING Haradrim Jorgito. My only gripe is the back "fan" things. I think it should only go on the champion, not the archer. Looks a bit weird for an archer unit.
Hahaha that fan thing is just amazing! i was really tempted to put it to the swordsman too and add some stripes of clothes hanging of them... the "fan" is here to stay!

Very good castle i am still surprised of how much you have improved! i mean just check few pages ago to your first designs and you will see.
No, no! I can tell the differences and they all look awesome. But some details you just can't do, and neither can I. I design a scary orc head, but it looks the same as a human head when rendered. Or I design segments of armor but it all looks like one piece in AoK. The game is just too small for some details to show up.
Good i was afraid that everything looks similar, to be honest i blame the player colors in the most part besides aok tiny size.

Matt concerning the Mumak i have one too but like i said before i find insulting to post units that you have done already.
Animate, make textures, make them look good for aok is a huge pain in the A%%%, and very time consuming when you make everything from scratch. So i will not be posting units that you already did.

You dont worry about the evil mans, my plans are units for: angmar (will looks like rhudaur + more orcs), Minas morgul (will look like evil man with dark clothes like nazguls), Umbar (mm i think a mix of pirates and black numenoreans), Isengard (dunlendings + uruks), etc... you get the idea so expect a lot of unit sets coming.
@Jorgito: No offense! Really no offense. It is just as matt described it, from what I can tell some units (especially the Arnor and Gondor ones) appear similar due to having armor that APPEARS to be the same when rendered for AoK. I am sure this is not your fault but due to the lack of in-game details possible!
Dont worry is pretty difficult to make me rage, when i say "please elaborate more" i ask that because i wasnt sure about what you where talking about since i dont speak english and i usually understand the 50% of what people say hahaha.
Jorgito,

Do you mind sharing that skeleton/body? I have maya.

Your units look great. If I could design even half as good as you, I'd be modding a lot!
Sure! i need to organize everything in folders and make a small tutorial because right now is a friken mess that only i understand it hahaha.

If somebody else needs something like models, textures, etc let me know.

_____________________

Few questions:

Reading what Modrocker says about the pikeman animation i was thinking and redo it to a more "simple" stab that perhaps will look better in aok but look waaay to simple in big size, the old one was more fancy.

Choose:

Original animation-


Or the new simple version-


This is a WIP for the elves:



_________________

Pulkit please dont convert any of my units yet because i need to fix some little stuffs (like pikeman animation) and upload them again, i want to give them a more unique feeling and change some "player color" choices i made, for example Rhun should be red i will let blue the clothe in the arms only.
And please if you can tell me for example: Hey i am going to convert the "haradrim archer" that would be great because in the case i decide to add more detail or switch something you will not work for nothing

[This message has been edited by Jorgito_aqua27 (edited 03-05-2013 @ 01:31 PM).]

Sebastien
Dark Samurai
posted 03-05-13 01:13 PM CT (US)     1708 / 3922       
New version of pike animation is much better.

It would be interesting to see the max files to see how you've got it all set up, but of course that's your choice.
Leif Ericson
Seraph Emeritus
posted 03-05-13 01:29 PM CT (US)     1709 / 3922       
New version of pike animation is much better.
Agreed. The original looks like it might have been cool if you had some more frames to smooth out the animation.

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Mr Wednesday
Cavalier
(id: matty12345)
posted 03-05-13 01:34 PM CT (US)     1710 / 3922       
Matt concerning the Mumak i have one too but like i said before i find insulting to post units that you have done already.
I won't be insulted, I just don't want to waste everyone's time. First, you have to render and convert it and make slps which is a lot of work. Then pulkit has to import the new graphics and fix all the parameters, which is even more work. All this for a unit we already have, seems like a waste of time.
You dont worry about the evil mans, my plans are units for: angmar (will looks like rhudaur + more orcs), Minas morgul (will look like evil man with dark clothes like nazguls), Umbar (mm i think a mix of pirates and black numenoreans), Isengard (dunlendings + uruks), etc... you get the idea so expect a lot of unit sets coming.
I forgot how much you had done before lol. Glad you found it all again.

EDIT: new animation is better. And the elves look great.

"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 03-05-2013 @ 01:36 PM).]

Jorgito_aqua27
Squire
posted 03-05-13 01:35 PM CT (US)     1711 / 3922       
Allright, simple version it seems

I realize that i need to keep as simple as i can because like Leif pointed i only have 10 frames to use, and my original animations some times use 40 or sometimes even 100 frames.

Oh i forgot, is that the design for the elves that you want? movie based?

I will make Galadhrims and also another version for Mithlond/lindon, etc with some recoloured parts to white, and diff colors on the armor/clothe etc.

That way you have more options to choose.

[This message has been edited by Jorgito_aqua27 (edited 03-05-2013 @ 01:39 PM).]

ModRocker
Squire
posted 03-05-13 02:12 PM CT (US)     1712 / 3922       
Jorgito, the new attacking animation for the pikeman looks way better. It's more smooth and realistic looking but I can also tell it will look good in game as well.

[This message has been edited by ModRocker (edited 03-05-2013 @ 02:49 PM).]

Carter938
Squire
posted 03-05-13 02:57 PM CT (US)     1713 / 3922       
@Marc Anton: Yes, i saw youre post. When im editing the castle again, ill post one with the two roofs and one with only one, just to see which people like better.

Repost of my pics.

Straight linings and roof:



Concave linings and roof:



Convex linings and roof (Extremely hard to make in sketchup btw, tutorials wanted ):



Tell me which you like best.


What did Pippin do when he got drunk? He started to feel Merry!
Leontios
Squire
posted 03-05-13 04:12 PM CT (US)     1714 / 3922       
I fall in love with this mod once again, the units, Jorgito is making are gorgeous. About my last post, i got most of the points, you stated =) And the thing with the translation, that was an offer, i think ill find the time to translate the thing into german =).
Another few things:
- I still think, that it would be great to have ork villagers, and evlish ones and dwarv ones (maybe just smaller), and maybe, the harad vills may be black and the rohan ones blond. So that you would have different vills for different civs as in SWGB.
- I think it would be great to implent different farms, maybe some grey ones for mordor and isengard, so that there cities do not look that lovely, especially green ones for the elves and maybe those beta farms for rohan, gondor etc.. and the normal farms look great for harad and rhun, as they look like build on dirt/desert.
- I thought about what it would look like, to let all "good" civs be able to build istari and all "evil" ones be able to build nazguls. the limit for istari will be 7 and the one for nazguls 9 of course. And that those treasure things, that replace the relics will be changed to palantirs. And that you may see every other palantir (doesnt matter if carried or stored)
- a learning campaign around the hobbit would be great =)
- would it be possible to take some ork and elvish voices from other games and/or the movies. Would be great, but i dont know, how illegal that is, i dont want to get you into trouble.
Mr Wednesday
Cavalier
(id: matty12345)
posted 03-05-13 04:29 PM CT (US)     1715 / 3922       
I fall in love with this mod once again, the units, Jorgito is making are gorgeous. About my last post, i got most of the points, you stated =) And the thing with the translation, that was an offer, i think ill find the time to translate the thing into german =).
Thanks!
Another few things:
- I still think, that it would be great to have ork villagers, and evlish ones and dwarv ones (maybe just smaller), and maybe, the harad vills may be black and the rohan ones blond. So that you would have different vills for different civs as in SWGB.
I'd like this too, but it would be just sooo much work. Probably won't ever happen.
- I think it would be great to implent different farms, maybe some grey ones for mordor and isengard, so that there cities do not look that lovely, especially green ones for the elves and maybe those beta farms for rohan, gondor etc.. and the normal farms look great for harad and rhun, as they look like build on dirt/desert.
Unfortunately, the farms are actually a terrain, and there is a limited number of terrains. We have used them all up just trying to represent all the different regions of Middle Earth
- I thought about what it would look like, to let all "good" civs be able to build istari and all "evil" ones be able to build nazguls. the limit for istari will be 7 and the one for nazguls 9 of course.
Istari were actually limited to five, but I get your point. Currently, the wizards are trainable by many civs, and the nazgul are trainable for Minas Morgul. Minas Morgul is actually a terror and Nazgul based civ, with severa; types of wraiths.
And that those treasure things, that replace the relics will be changed to palantirs. And that you may see every other palantir (doesnt matter if carried or stored)
Currently, Palantir is a technology that is basically the old AoK tech spies. The troves are to represent the many treasures of middle earth, such as are found in the Hobbit, or in FOTR, among other places.
- a learning campaign around the hobbit would be great =)
I might make a hobbit campaign. It's on my maybe-to-do list, if the mod is ever done. I also briefly considered recreating the Hobbit trailer with ToME graphics, and uploading it to youtube. Maybe for the next one. :P
- would it be possible to take some ork and elvish voices from other games and/or the movies. Would be great, but i dont know, how illegal that is, i dont want to get you into trouble
There's a few missing bits of voice I suppose, but I haven't really noticed. I tend to worry about graphics and gameplay mostly.

------------
Carter, Hmm, so many choices. I have an idea, give me a sec to post a preview.

"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
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