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  (60 - 70 of 760)
numan1111
numan1111 - - 811 comments

Hi mate. Did you decide the date of new patch? If yes, pls share with us :)

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Halbarad1996 Creator
Halbarad1996 - - 512 comments

Unfortunately, I didn't finish patch yet =\ And don't know when I will release it.

Reply Good karma+1 vote
numan1111
numan1111 - - 811 comments

I am waiting it eagerly dude :) I hope it wont take much time.

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Guest
Guest - - 700,983 comments

Love the mod.... Exception of the cannons and gunpowder crap, like wtf? That's not Lord of The Rings. Walls are very cool, that's what kept me in the mod, there is amazing potential for the mod, but get rid of the cannons or make a version without them, they ruin the game. Other than that, could add a few more factions and make the buildings a bit more atmospheric I suppose the word would be. For example faction walls just seem normal, would be cool to see them themed similarly to The Black Gate for Mordor and for Angmar maybe sort of pale grey stone or something. Rhun's buildings seem very out of place, could add a flooring sort of thing below it to make it fit in a bit more. However it is a very good mod.

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VARIANVS
VARIANVS - - 194 comments

where is the 1.2 Mod download?

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VARIANVS
VARIANVS - - 194 comments

and is it normal that the Units speak Russian language? If yes, will there be english voices added in the future or do we have to stick with this? BTW The amount of stuff added to all the factions is insane! Thank you for this work, though the Models arent a masterpiece, but you made each building look unique though :) I dont care about the models that much, you can undoubtly stay on par with Edain Mod and upcoming Age of the Ring Mod! Hope you will add more factions and stuff!

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Halbarad1996 Creator
Halbarad1996 - - 512 comments

Is it true for all units or only for some of them?

Reply Good karma+1 vote
VARIANVS
VARIANVS - - 194 comments

no the builder speaks in german (the language i installed the game) I only played Arnor yet, but all Units spoke russian. I didn't tried hero's. Maybe in v.1.2 you can add all the english language files from the base game into the Mod? I'm glad you did this with the maps, cause i would have a mess with english and german maps if you wouldnt have added them. Good job!

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VARIANVS
VARIANVS - - 194 comments

any news about 1.2 patch?

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Halbarad1996 Creator
Halbarad1996 - - 512 comments

Not now =\

Reply Good karma+1 vote
Halbarad1996 Creator
Halbarad1996 - - 512 comments

Well, did AI harder ;] It now more active: builds big armies and many heroes (even Ring Heroes) and often uses spells and upgrades.

Reply Good karma+3 votes
VARIANVS
VARIANVS - - 194 comments

Sounds great. Only problem is, there seems to be no way to use your Mod with the Edain Mod just by switching between Edain Mod and regular ROTWK right? This is soo stupid. I just dont want to reinstall the game on all my Computers all the time just to play a different Mod... Great Mod nonetheless :) A solution, no matter how, would be apreciated! :D

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numan1111
numan1111 - - 811 comments

You are a man, man! :)

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VARIANVS
VARIANVS - - 194 comments

that sounds great!

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