Lord of the Rings "Battle" Mod

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Trinity.
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Lord of the Rings "Battle" Mod

Post by Trinity. » Mon Aug 28, 2006 12:37 pm

Well, I was thinking of doing a mod like wall of gulch but like, a huge battle type arena. I would put a lot of time into making the "Lord of the Rings" Tower above each base with different levels and weapons on each floor depending on the height. I would put obstacles/ baracades in the middle of the map for cover, etc.

Maybe if i can get to know a bit more about hexing i (or some people from the MGM team) could take parts of the level out (ground) and make tunnels. I've been needing some help for a while after working with maps for about 2 weeks, without responding much on MGM, in regards to trying to find out how to inject more scenery/objects (i.e Wall of Gulch, it has a lot of logs that were injected that i'd like to do), something like that.

Any help for me on injecting or comments for the mod or just compliments on making it better. Also, could someone PM me some help on injecting. I know how to inject models (which never seems to work), i just want to put more scenery/objects into the map.




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Post by Syperium » Mon Aug 28, 2006 1:00 pm

K, I'm happy and proud of you for finally makin' a post with caps and correct puncutation.

This idea sounds great. Your starting to mature up there, Trinity. Now, just capitolize your name, :wink:

Yeah, I myself had an idea, that I would like to either talk to, sword, Deox, or even SI and Beast about. See what they can do. I'll give an example of what I want to do, in HTML, you can hyper link something to the page, like this, <a href="Insert Text Here"></a>. Now, that is going to be hard to guess, and, I'm going to stop before I go out an take Tirinity's topic.

Trinity, if you can make this mod, it'd be very sweet. I also have before made a tunnel. Not sure how though, 8)

It just kinda, happened when I went ranting in the Hex, and starting deleted some scenery objects, :P.



-Syp.

ps. It isn't really even a tunnel, it's more like a big ass hole. :P

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Post by Trinity. » Mon Aug 28, 2006 2:38 pm

Well, I just need help on putting new scenery into the map. The whole, "taking out the ground" stuff idk how to do.

x]

Any help?
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Post by draconic74 » Mon Aug 28, 2006 3:47 pm

who cares about holes right now. nice idea though. i would love to see this mod, but weapons would need lots of remodeling. the only real ranged ones would be bows... about the tower, i have some pics from my old base builder mod (got screwed up, mod may be finished soon) the resemble a tower. its just a floating platform with walls and ramps leading to more platforms. ill post some pics later. but anyway, what other weapons besides bows for long range? catapaults? hogs could be made into sort of battering rams that carry 5 or 6 people on the inside of holding bay (modern day army vans or sword's pelican cargo hold). this would be a fun mod.


also, i was thinking about a realism mod. pistol, sniper, shotgun, AR, roscket launcher, and all the rest look more real (this century style). hogs look like jeeps, banshee turned into a bomber, 1-3 hit kills. yes,1-3 hit kills. can you withstand more than 2 bullets? i think not. 1 sniper? no way. also, if we could calculate the speed of MC and the jeeps... you get the idea. make it as real as possible.
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Post by Trinity. » Mon Aug 28, 2006 4:06 pm

Well drac, since you know how to put in more models, would you mind messaging me about how to?
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Post by draconic74 » Mon Aug 28, 2006 4:19 pm

make a gun fire them... thats how i do it. its not the same as what you want. what i was saying is that with my base builder mod it looks like what a tower would be, not is. and, when i get on my own computer (im on a freinds) i will post pictures.
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Post by Trinity. » Mon Aug 28, 2006 4:23 pm

I'm talking about what sword did in "The Great Wall of Gulch" he injected logs in the map for walls and such...

I'd like to know how to do that.
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Post by draconic74 » Mon Aug 28, 2006 4:33 pm

thats what i said... i dont know how to yet. i only know that the same (yet messier and more random) thing can be acheived by making guns shoot logs. i have done this for my base builder mod (which needs feedback. PM me please. that was a cry for help...) where the map is the same, but some guns shoot scenery so you can make your own scenery wherever you want it and whenever. need a wall? make it. fortification? do it yourself. but it is better with teams.
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Post by Syperium » Mon Aug 28, 2006 7:12 pm

He didn't inject them. All he did was make a new CMTI Tag and location. It isn't that hard to do. The CMTI is the location of something. Then, after you inputer the location, X, Y, Z, and Rotation, then, replace the CMTI with the tag of the Scenery, which of course is always "necs".

Very simple.

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Post by sword » Mon Aug 28, 2006 7:39 pm

Well, scenery is harder than that syperium.

Scenery structure can be explained by this little tidbit of code:

Code: Select all

typedef struct STRUCT_SCENERY_SPAWN
{
  SHORT numid;
  USHORT flag;
  UINT   unknown1;
	float  x;
	float  y;
	float  z;
	float  rot;
  float  unk1[2];
	UINT   unknown2[10];
}SCENERY_SPAWN;
So basically it consists of a number ID as a short, a flag as a short, unknown interger, and then the other things.

Also, since there are no other unused spawn points, you'll have to create another chunk to the reflexive, update the reflexive chunk count in the scenario, and then delete the amount of data you just added from the CA CA CA stuff.
The sword.

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Post by Syperium » Mon Aug 28, 2006 8:47 pm

Oh....

If I were to get some more info on this, I'd understand it better. I kinda see what you're saying, though. Thanks.


ps. That example looks very simalar to HTML. :P

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Post by «Beast» » Mon Aug 28, 2006 10:30 pm

sword wrote:Well, scenery is harder than that syperium.

Scenery structure can be explained by this little tidbit of code:

Code: Select all

typedef struct STRUCT_SCENERY_SPAWN
{
  SHORT numid;
  USHORT flag;
  UINT   unknown1;
	float  x;
	float  y;
	float  z;
	float  rot;
  float  unk1[2];
	UINT   unknown2[10];
}SCENERY_SPAWN;
So basically it consists of a number ID as a short, a flag as a short, unknown interger, and then the other things.

Also, since there are no other unused spawn points, you'll have to create another chunk to the reflexive, update the reflexive chunk count in the scenario, and then delete the amount of data you just added from the CA CA CA stuff.
Go do some drugs sword. You have to many brain cells.
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Post by Syperium » Tue Aug 29, 2006 12:05 am

:lol:

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Post by Trinity. » Tue Aug 29, 2006 11:56 am

sword...

Teach me :notworthy:
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Post by Syperium » Tue Aug 29, 2006 7:59 pm

You Wish. :lol:

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