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Dungeon Keeper 2 Campaign

02-03-2004, 01:35 PM#31
P.H.O.B.O.S
have you found any way to get the Dk2 models??
02-03-2004, 04:08 PM#32
Smaug21
I've been thinking about the rocks/dirt in Dk2 and the model for them. The model in the game looks pretty good because it's not a cube, it's got some rough edges. the only problem is that you wouldn't be able to put some of them together right, i don't know how Dk2 does it. At any rate that sort of detail is only necesary for a total conversion, not a map. I'm sure whatever ionio is using for the dirt/rocks will work fine, and keep the file size down.

I haven't really had time to look for the right program, but there is something out there that i noticed on an earlier search that will unpack the Dk2 files. Once i get them unpacked it's just a matter of converting them to the types i need (.max for 3dsmax, or .mdx for wc3, etc.) It might take awhile, but even if we don't use them, they will help me alot in making new models based on them.
02-03-2004, 04:33 PM#33
Danosix
Portal I hope it looks ok because It took a while getting it right.
02-03-2004, 05:11 PM#34
Evil-Tormenter
:D Cool. Very Nice!
02-03-2004, 06:09 PM#35
P.H.O.B.O.S
looks..ok...

i think we should use the DK2 models becuse it take much time to do all the models agian...
02-03-2004, 06:16 PM#36
Ionio
Quote:
Originally posted by Danosix
Portal I hope it looks ok because It took a while getting it right.


That's great.

I've just been using the rocks in the dungeon/tree's and destructibles for the rocks, and the big rocks for the hard rock. It's by no means perfect, but I think it's the best we've got at the moment.

I was messing around with a script earlier - for room sizes, I could get a room to fill it's container (like gasses in science :bgrun:) the only trouble is that it does fill the container. For example, I had a roughly 3x3 buildable with a passage leading into it, so it filled the 3x3 and the passage :bgrun:.

Edit, I agree with you P.H.O.B.U.S, but it's pretty good, and until Smaug's figgered out how to convert DK2 models into WC3 (if possilbe, which it should be), it's all we've got if you see what I mean.
02-03-2004, 06:41 PM#37
P.H.O.B.O.S
yes i understand.....but i think we use all dungeon/tree's and destructibles rocks for the ..you now...and just make some of them invuriable...(sorry cant spell it)

Ionin...look in your PM..i dont remeber but i think that i send a message before..anyway just look
02-04-2004, 08:24 PM#38
Muoteck
Idea for terrain digging: make all 'undigged' terrain filled with farms without geo data (kinda like in warcraft tactics mod, remember?), when u click on 'tile' (farm) it will highlight (set splash pic to blue square via editor) and then imp comes, attacks farm, and when the farm is destroyed trigger makes terrain lower. For gold u could set wood to be gold and farm is just harvestable.

As for chambers, you can do the same, set splash screens of buildings to floor of chambers and give buildings no geo ata, so only splash will appear and monsters can walk on it. For size it can be triggered that more buildings of 1 type are built, more % chance to spawn monster of some type
02-04-2004, 08:31 PM#39
Smaug21
i thought about that, it'd work pretty good but i don't know if haven't a map full of farms would make the file size bigger? At anyrate you wouldn't need to mess with the terrain height stuff, if i can get the models from Dk2 then you'd have a dirt model to use, if i can't find them then it'd be pretty easy to make a rectangle of dirt :ggani: .

At any rate the blue splash highlight is a really good idea!
02-04-2004, 10:01 PM#40
Muoteck
One thing you should think about is camera. In DK2 you could move it as you wanted, in war 3 camera anles are limited...

FPP view wil be real pain in the @ss, since only warcraft engine fpp is fpp mod and i doubt theyll give you their code...

And what about hidden door? Hidden door would have to be visible to you but look like wall for enemy, does war3 engine allow that?
02-04-2004, 10:17 PM#41
Smaug21
I don't think we are going to worry about the first person stuff right now, it's not that important. It really wasn't much of a part of the orginal games, it was cool, but not essential.

as for the hidden door, you just do like they did in Dk2, it's just a peice of dirt that moves up when a unit wants to go through it.
02-05-2004, 01:10 PM#42
Ionio
We need to get all the main details done - so the game is playable in a vaguely DK2 way, then we can worry about FPS and other nice fancy features. Slapping should be easy to do, have it cast from the Dungeon Heart, and have it like "Unholy Frenzy" but knock of a set amount of health off instead if it going gradually.

Ionio
02-05-2004, 02:32 PM#43
Exouds
Hi again!

I looked at that map you screwed around with ;) I like the terrain and so but the little thing that its just too small, now just a few things to face in my opinion:

1:The terrain, the map should be larger!
2:The Ai scripting.
3:As for the neutral, what about it?

Well i still want to help u if u have any use for someone that can do ana arsenal of spells..

EDIT: Well after writing this i opened the screwaround and started to redo the goldmines. I picked rock chunks as a model and turn it yellow.. now it looks like gold in the rock, like it should. I will attach it altough thats the only thing i changed... if i can?

/Exouds :D
02-05-2004, 06:25 PM#44
Ionio
Dude, that's cool.

I know it's small, I made it so it's quick for testing things, AI scripting hasn't even begun yet. There aren't any neutral DK2 stuff, that I know about.

Yeah you can attach the model, as long I have original credit for the map anyone can distribute and change it to suite their needs. It only took five minutes, it's functional rather than fancy.
02-05-2004, 09:18 PM#45
Exouds
Hi again.

This will just be brief but- The little screwaround is now for tft :D. Im sorry about that ^^. I edited some more things. I cant just attach the model, i attach the map so u can look at the few things i done to it.

There were neutrals between the objectives right? i mean like, dwarves in tunnels or so.

Check the units i made...

I really like this project :) /Exouds