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!
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).
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.
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 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.
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 ;]
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 :]
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:
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.
And you think you're a better modder than the aotr team HA. That really made me chuckle.
sorry if i mistaked with mod and your mod is other, but i know every mod, i tested all, last hope of third age has many bugs and also walls are so weak an breaking faster
Yes, 1.0 is very buggy, but 1.1 is much better. 1.11 has only 3 factions, but them perfectly polished. Did you try 1.1 or 1.11?
And about walls, they're rather weak against siege machines for the balance. Don't forget that walls (and gates too) can be attacked only by siege engines and trolls. This is already a significant advantage. Even more, you can place your forces on the walls and build strong fortifications.
If you have big walls, your opponent also should have possibilities to fight you, isn't it? Otherwise it doesn't make any sense.
i don't tested last version as i am playing torchlight 2 now, because working on rise of wizards mod, want remake it myself as i can. i am only begginer and trying learn myself more than year. i know how it is dificult, but, if you are creating something, must do your best.
in 1.o walls was really easy destroyable. even artilery must need some time, otherwise it can not be called wall.
i Dont want say what mod is bad or something worse, but, in my opinion, wrong criticise others then cannot finish your mod, sorry if i am little bit rude, but if remember thlthota build time, mod deserves more work then done.
i love it very much because of artilery system, but, it doesnot means he hasnot big disadvantages even now.
i am playing bfme after release day and afraid see how modders conflict each other, stealing and more..
we must work together to create cheerfull game and what we are doing?
it is shame i think.
sorry for trouble
[pride-mod on]
Lol, actually I am. Please open TLHotTA and look on the code (well, pseudocode). No one did what I did in this game. I'm the only person who really reworked game mechanics. I even was able to add big walls. Btw, I spent ******* 5 months only for the first working in-game model of it.
But yeah, TLHotTA has non-lore stuff, and it must be burned and rated at 1. On the other hand, we have Hobbit movies, and it's just full of real truly Middle-Earth lore, yeah. Everyone uses non-lore stuff from Hobbit, and everyone beat up my poor TLHotTA because of non-lore. Best logic I've ever seen. Tell me then that your community isn't full of fanatics.
[/pride-mod off]
And now I find a way to use specular map. But you all even don't understand how it's important, lol. All what your aotr-team doing and what you all need is just reincarnation of RJ-RotWK. Your community was adding new factions and units in 2009, and they continue doing the same in 2018. Where is the progress, Billy?
That's a real story, my boy. It's very sad that BFME community is so conservative and backward.
And that's exactly what makes your mod unappealing to me. You think by adding complexity and radically altering and changing a game that it makes it better? There's a reason why mods like edain, aotr get soo much attention and that's because at large they stick to core mechanics that work! People want familiarity with a dash of variety not a deconstructed tofu turkey. But most of all, i've never seen a modder with such a pompous *** and blissfully ignorant attitude as yours, even in the ThoaTA days if someone would merely make a suggestion you'd pounce on their throat as you did with mathijs's simple and correct suggestion... for **** sake's he even congratulated the mod at it's start. Get off your high ***** cause nothing you're doing is ground breaking or amazing unless people can actually appreciate it, which is impossible to do with a bitchy 11 year old moderator who can't take criticism cause he thinks his **** don't smell just because he added a few non ground breaking new systems *BIG WALLS* WOW -_-. They looked clunky and unrefined and guess what? You're modding in a visual world, visuals account for 90% of people's interest and you simply never had it.
I didn't change bfme2 gameplay a lot in TLHotTA, and even more, I tried to save it as much as I could. I've expanded mechanics, and game become more flexible and interesting.
For example, archers in TLHotTA shoot volley of arrows (btw, can shoot it by high-arc), and arrow hits unit only if it really touched unit. It hurts units a lot, but on the other hand you can move hordes from volleys and even use wide formation, it also reduces damage taken by troops because of expanded gap between units.
Siege engines shooting system is about the same.
Is it stupid and uninteresting addition?
Another example is that all units can walk. It's also expand mechanics and allow you to control troops moving more flexible. And yes, all troops also changing their texture according to their condition (damaged, burnt, snowed). Believe me, it was hard to do, but it changes perception from the game radically in a positive way. And *BA DUM TSS* it doesn't change gameplay, lol.
Is this also uninteresting addition?
These are just a couple of examples, my mod has a lot of similar enjoyable things. And, once again, none of them ruin the BFME2 principle.
You even don't know what you're talking about, lol. You can talk anything, but TLHotTA is a solid project with its own stuff. I've worked on it 6 years. Every element corresponds to each other, so player see complex changes, not "solyanka" (set of indistinct changes, not compatible with each other).
Btw, about big walls, you deny that it's a cool thing? I think, if these walls would be in aotr, you would be the first who praise it, lol. Yes, someone may not like such walls, but TLHotTA just give you possibility to use it. Not impose. Is it bad to have such possibilities?
Don't be a blind fanatic, guy. I did not insult you, so why does you insult me? And some turks, lol) Who are they?
This is so embarrassing.
Are you a judge for me or what? I can decide by myself what is what.
I am most definitely judging you, yeah.
Do you even know what suggestion is? If you don't see that everyone agree with that your gondorians looks barefoot, then you're blind, or you simply don't care what your fans say because of your arrogance. If you are doing it for people, then do it so that people would like it FOR GOD'S SAKE