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Thread: TATW Battle Editor (Tutorials, Help, Manual, Development)

  1. #81

    Default Re: -- BATTLE EDITOR for TATW (Tutorials, Help, Development) --

    I started working on the Orthanc model



    Shall be included in my mini-mod , and perhaps i'll make a HB bout it

  2. #82
    Zikko's Avatar Tiro
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    Default Re: -- BATTLE EDITOR for TATW (Tutorials, Help, Development) --

    This sucks -.-, I made a somewhat decent looking west Osgiliath map. The problem is that even in battle editor there are no trees, in the battle itself there has spawned some freaking forest in the middle of the city. Does anyone know can those trees somehow be removed or is that mpa just screwed?

  3. #83
    Brego's Avatar Ordinarius
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    Default Re: -- BATTLE EDITOR for TATW (Tutorials, Help, Development) --

    I had the same problem with my helm's deep map, even though i removed the trees from the map a hundred times, they always came back when playing the map

    I also had that random buildings spawned randomly in the mountain too though But as far as what I've experienced you can't remove them when they first have started showing up when playing the map, but when I've removed trees before editing the map they usually don't come back..


  4. #84

    Default Re: -- BATTLE EDITOR for TATW (Tutorials, Help, Development) --

    The bridge of Khazad Dum is possible (and easy) to make


  5. #85
    Zikko's Avatar Tiro
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    Default Re: -- BATTLE EDITOR for TATW (Tutorials, Help, Development) --

    Is there any way to make buildings placed on battle editor to unpassable? atm. all the troops just walk through the buildings in my "osgiliath"

  6. #86

    Default Re: -- BATTLE EDITOR for TATW (Tutorials, Help, Development) --

    Normally , buildings are passive , no troops running through

  7. #87
    Zikko's Avatar Tiro
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    Default Re: -- BATTLE EDITOR for TATW (Tutorials, Help, Development) --

    but buildings placed on battle editor can be walked through -.-

  8. #88

    Default Re: -- BATTLE EDITOR for TATW (Tutorials, Help, Development) --

    Not when i make battles with it

  9. #89
    Zikko's Avatar Tiro
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    Default Re: -- BATTLE EDITOR for TATW (Tutorials, Help, Development) --

    You know just saying
    Quote Originally Posted by KingTheoden1 View Post
    Not when i make battles with it
    wont help me at all

  10. #90

    Default Re: -- BATTLE EDITOR for TATW (Tutorials, Help, Development) --

    You know , just complaining bout it won't help you any further ..

    And could we pls stop about that ?

  11. #91
    Zikko's Avatar Tiro
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    Default Re: -- BATTLE EDITOR for TATW (Tutorials, Help, Development) --

    A simple "no I dont know how to fix that" would have been enough

  12. #92

    Default Re: -- BATTLE EDITOR for TATW (Tutorials, Help, Development) --

    Quote Originally Posted by Zikko View Post
    A simple "no I dont know how to fix that" would have been enough
    Nope , as it would've been spam , since i post something that contains nothing usefull in it .

    But seriously , whaddya think bout the khazad dum brdige

  13. #93
    Zikko's Avatar Tiro
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    Default Re: -- BATTLE EDITOR for TATW (Tutorials, Help, Development) --

    over 5000 men fighting in one long bridge ... might get a bit laggy

  14. #94

    Default Re: -- BATTLE EDITOR for TATW (Tutorials, Help, Development) --

    Yep idd But the bridge wouldn't be the only thing Lots of other bridges and stuff

  15. #95

    Default Re: -- BATTLE EDITOR for TATW (Tutorials, Help, Development) --

    Nice tutorial. I got the Battlemap working with no trouble but if i try to load one of the historic battles such as Agincourt all i get is the map of the place where the red cross is.

    I thought i could create my own custom battle using one of the historic batlemaps as a base and add my own units after. So how do i get the map editor to load the historic battlemap instead of the default battle map.

    I am not using the Third age mod just MEII
    Last edited by Alex-ander; September 07, 2009 at 07:23 AM.

  16. #96

    Default Re: -- BATTLE EDITOR for TATW (Tutorials, Help, Development) --

    Very nice tutorial

  17. #97
    jản's Avatar █ kept in suspense █
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    Default Re: -- BATTLE EDITOR for TATW (Tutorials, Help, Development) --

    Quote Originally Posted by Donzibod View Post
    Very nice tutorial
    ///

    thanks on all of you guys and thanks for the +reps too.

    remember to read the second post of this thread too which is about
    editing a battle to make it more realistic, challenging, diverse and unique.

    if you have questions feel free to ask them here or PM me. i'll answer
    in a couple of minutes or hours. (because now i have the time and
    becasue i'm doing all the promised battles at the moment.)

    ///

  18. #98

    Default Re: -- BATTLE EDITOR for TATW (Tutorials, Help, Development) --

    Ahh no need to try to load the battle map into the editor just edit the script

    Is changing the placing of units done in the same way if you want to do that?

  19. #99
    GrumpyBean's Avatar Ordinarius
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    Default Re: -- BATTLE EDITOR for TATW (Tutorials, Help, Development) --

    Hi, im trying to create a Thermopylae map and when i try to load it the armies start in the wrong positions(instead of the armies being placed east and west they are placed on the north and southern sides of the map). ill post a pic soon to show what im talking about. Is there any possible way i could change this??
    Oh, and the map boundaries too, can i change those?
    Last edited by GrumpyBean; September 19, 2009 at 07:11 PM.
    Very funny and old tale of Mordor. The grass is always greener.
    Epic Tale of Thera, simply a masterpiece . Borissomeone's Tales of Thera.

  20. #100

    Default Re: -- BATTLE EDITOR for TATW (Tutorials, Help, Development) --

    Nah , just change deployment areas in the editor

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