Global modification for BFME2 1.06 with Gondor, Mordor, Arnor, Angmar, Mithlond and Rhun. In the final version you can see updated graphic, optimization of performance, a lot of new units and heroes, big stone walls, more realistic ships, artillery and more.

General articles of the mod (click on image to look):


Now you have access to build big might walls and play real epic game! In the article you can see many screenshots of different walls with descriptions and a couple of videos.

TLHotTA 1.0 have really updated graphic with normal-mapping technology. This technology is old enough, but it never fully used in any other mod for BFME series. Nice precision with perfect performance - look on the screens.

And, finally, now I'm working on the patch 1.1 and after I'll be working on the campaign (latest WIP).
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It's about fifty days have passed since "Ashes of War" was announced. Development had not been stopped for any of all these days. It was not a typical development of mod, as you could think. I haven't created a lot of new models or textures, because my first task was to find a way to significantly improve BFME graphics. Aaand I've found it!

What am I talking about? I am talking about a couple of great thing, which have been discovered by me in the depths of BFME2. These things are deep color correction through lookup tables and... specular maps for units!


Working with color

As you know, our old lady BFME2 can't boast of wide support of posteffects. But it natively supports one important overlay-effect: color correction, which can be applied to each map separately, through lookup table instrument. What does this mean for us? Yes! Every map now can get unique shading colors, and it's really great.

There is no need in SweetFX or any similar stuff, which causes a lot of problem and which have a lot of disadvantages and limitations. For example, SweetFX affects on the whole frame of game, including interface and even main menu. It can apply only one effect for whole game (without any presets for each map), and finally it's just unstable and a lot of people have problem with running SweetFX on their computers.

Native color correction of BFME2 is deprived of these deficiencies. You can choose any colors for each map, regulate opacity of overlay and, of course, this overlay will affect only the 3d-space (battle field). Also, as you understand, this method doesn't cause any compatibility problems.

Well, there is time to look on something great: video, where you can see four different locations from the standard BFME2 with improved color correction:


Each of these maps get their own shades and features, and below you can read about it in detail (it's better to look both the video and screenshots, because some described elements are better seen on the video, others - on screenshots).

Fords of Isen

As you can remember, the most popular map for 1vs1 online matches from the default BFME2 was not unique. By colors it had standard BFME set: green grass with yellow dirt. Nothing special compared to a lot of other BFME2 maps.

I decided to make Fords as rainy map with overcast sky. Respectively, the map now has more cold colors and muted sunlight and faded inexpressive shadows.






Lothlorien

In Dwimordene, in Lórien
Seldom have walked the feet of Men,
Few mortal eyes have seen the light
That lies there ever, long and bright.

In accordance with this passage from Gandalf's Song, I wanted to make Lorien a fairytale place, glorified in legends. The abode of the immortal elves now has dominant gold shades, contrasting to saturated and deep shadows. Also pay attention to leaves falling (it's better to look on it in the video), another well-fitting element of the reworked map.









Ithilien

Ithilien became a night map. As you know, this territory is located on the frontier of men's Gondor and Sauron's Mordor. So, I decided to emphasize this feature. Ithilien now has purple and dark green colors with orange-red shades. I think, these palette is great for this map.






Mount Doom

I think, there is no need to represent this land, which played the role of grandiose forge for Dark Lord. Of course, Mount Doom has bright red colors contrasting to grayish black. Don't forget to pay attention to falling ash ;]









Specular map

It's not a secret, that developers of BFME series brought some great stuff as shader model 2.0 to BFME2, which means a much graphic improving compared to BFME1. What did it give to us? Support of new shaders, improved lighting and some great texturing techniques. The developers used normal maps for creating pseudo-relief for buildings and some terrains, but specular maps were not used by them at all. But there is active functional for applying specular in standard BFME Mod SDK! I found it almost by accident, and it was a good luck.

Why am I so happy? Look on sсreenshots below (and above too) and you understand me :]

Models with normal map on the left, models with specular map on the right


Yeah, specular map allows to show reflectivity of different materials. So, thereby I got more opportunities to emphasize visual image of every unit.

For example, armored gondorians now have great reflection on their armor, so we clearly see that these units have metal as the main material:


Another good example of applying specular map is fellbeast, air-horse for nazguls, you can see some reflection on the model. And it also makes sense, because fellbeast's skin is slippery and it should have reflection:


Also, applying specular map improves lightings. On the screenshot you can see great shading from the trees on the shining armor of gondorians:



Condition textures

Ashes of War takes idea of condition textures from The Last Hope of the Third Age. If you've played in TLHotTA, you can remember, that damaged units have blood on their textures; fired units gain burnt texture, and on snow maps your army has snowed textures.

These textures is simple enough thing, but they also are very important to create a good impression playing the mod.



Well, this is the end of the article about Ashes of War graphic-part . Hope you liked it. Wait for updates and subscribe to our mod page on ModDB.

TLHotTA 1.2 Announcement

TLHotTA 1.2 Announcement

News 1 comment

Announcement of The Last Hope of the Third Age 1.2

TLHotTA: dwarves

TLHotTA: dwarves

News 3 comments

We have come back and not alone. See more in the news.

TLHotTA 1.1 Released

TLHotTA 1.1 Released

News 9 comments

Modified 1.0 version is already available for download.

Second coming of big walls

Second coming of big walls

News 4 comments

Full detailed and final information about castles in The Last Hope of the Third Age 1.1.

RSS Files
The Last Hope of the Third Age Demo 1.11

The Last Hope of the Third Age Demo 1.11

Demo 14 comments

This version is Demo of the future 1.2 release. It includes three playable factions: Gondor, Mordor and Arnor. The main change in the 1.11 is improved...

The Last Hope of the Third Age 1.1

The Last Hope of the Third Age 1.1

Full Version 49 comments

TLHotTA 1.1 - final version of the mod, which fully changed the game. The Last Hope of the Third Age is waiting you!

The Last Hope of the Third Age 1.0

The Last Hope of the Third Age 1.0

Full Version 57 comments

Global modification for BfME2 1.06 with four fully original factions and two old updated factions. New graphic and gameplay.

The Last Hope of the Third Age beta 0.31

The Last Hope of the Third Age beta 0.31

Full Version 42 comments

Global modification with six unique factions, four of which created from scratch.

The Last Hope of the Third Age beta 0.3

The Last Hope of the Third Age beta 0.3

Full Version 6 comments

Global modification with six unique factions, four of which created from scratch.

The Last Hope of the Third Age 0.21 beta

The Last Hope of the Third Age 0.21 beta

Patch 1 comment

The patch is placed on the version 0.2b. Installation is similar on mod's install. Small change list: -Sky-on all the maps now received of EA:) Basically...

Post comment Comments  (0 - 10 of 760)
davi674br
davi674br - - 1 comments

make a video testing the power of all ring heroes

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NumenoreanTalion
NumenoreanTalion - - 1,331 comments

Is this mod still developing??

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Halbarad1996 Creator
Halbarad1996 - - 513 comments

Unfortunately it's not

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Guest
Guest - - 689,669 comments

sad

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phutt
phutt - - 201 comments

wow, at this time, new version is masterwork, i am happy that at last, you decided to mix real timme strategy with fantasy, as it must be from start.
your models are exiting now and works withought any problem..
i like your view of sauron very much. and walls with guns ara trully fantastic.
you are my brothers's best modder. you are really cool of course, but some other mods did their best i must admit.
than i saw than new version was out, i downloaded it and tried and omg, everything works as do.
eh, modding seems so hard to me, i tried to do my mod but ruined.
my suggestions are few here..
for mordor for example, made nazguls as elite units, and make heroes like crossbowman, even gunner troll would be cool. pirate captain.. will look more real and heroes will be more cool.. believe me, noone will recruit even 2 nasgull heroes with same abilities
i have not checked a hero creator for this mod, but would be cool, if you will recreate cash system too..
that is all..
thanks for attention..
with love
AicUalGoun

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Halbarad1996 Creator
Halbarad1996 - - 513 comments

Thanks for comment

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Someone90
Someone90 - - 243 comments

does it go with patch 1.09?

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Halbarad1996 Creator
Halbarad1996 - - 513 comments

Didn't test it, but I think that it doesn't.

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Guest
Guest - - 689,669 comments

This comment is currently awaiting admin approval, join now to view.

Guest
Guest - - 689,669 comments

Im getting a "miscaudio" error thats preventing me from running the mod :( please help.

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Halbarad1996 Creator
Halbarad1996 - - 513 comments

You should patch BFME to 1.06 version

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OmeG
OmeG - - 816 comments

So this is confusing, is v1.2 being made for ROTWK or BFME2?

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