Loew's Ambient Pack for EE2 1.5 (BETA)

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Loewenherz
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Joined: 23 Sep 2017, 17:26

Loew's Ambient Pack for EE2 1.5 (BETA)

Post by Loewenherz » 18 Nov 2018, 17:10

Final version of Loew's Ambient Pack is available in the new topic: viewtopic.php?f=54&t=5193
---------------------
We all know, that EE2 looks a bit generic. The most maps are empty and more expedient. So i have discuss with mona over that and i came up with the idea to create new ambient assets for EE2 1.5. Mona has given me green light, that this later can be relased in UP. 1.5. So the the objective for me was to create new fresh graphically variations ambients for maps and scenarios.

Empire Earth 2 is modding frendly. I have testet many variantions for new ambient units and now im finish with the tech things. Now i must solely add a lot of new 3D meshes for the new units. But let us disscuss over my ideas for the new ambient units.

1. The new ambient units system.


I have created a new unity type. This new ambient units can rotate to 360 angle, move to every point on the map like a mobile unit and have 5 sizes. As rpg unit there is a air type, but on the ground. So can the unit place on mountains, sea and land. Very pratical, i think.

Code: Select all

// New unit type for free placing and rotating in EE2 map editor.
UnitType FreePlaceableAmbient

{
	ownerType = WorldOnly
	properties {
	//	SizeX = 1
	//	SizeY = 1 
		FootprintType = kFootprintType_Rectangle
		moveType = Air
		rps = AirNonCombat
	}
	abilities [
	//	Move {speed = 0.0001;}	
		]
		
	fullMapOverlay { sprite = spr_fullmap_building }
	attributes = [NotSelectable]
	nonAttributes = [Attackable] // This magic little number REMOVES attributes which may have been present in a parent, etc
}
I have add 5 scales sizes from the unit for more variety:

EE2_ScreenShot10.jpg
EE2_ScreenShot10.jpg (344.05 KiB) Viewed 708 times
How you can see, the units is placeable on every terrain.

EE2_ScreenShot11.jpg
EE2_ScreenShot11.jpg (327.23 KiB) Viewed 708 times
All in all, the unit can rotate and move easy to a specific position. Later, i will make a path or build blocking Unit, to block specific positions, for example for cliffs and rocks. Wee dont will see, how a unit move trough a rock. :?


2. The scope of the project.


For the first i constraining me on EE3 models. I have integrate other free model from internet, but i will concentrate me on EE3. The best is a polish and ready pack. Than we can discuss over other stuff.

3. Critic

You have Ideas or a good 3d model, what you want to see in EE2? What for a graphic ambient must have EE2 in scenarios or on maps? Tell it me here in the forum. I look forward on your post. :mrgreen: :D

4. Pictars!!!

Spoiler
Show
EE2_ScreenShot4.jpg
EE2_ScreenShot4.jpg (319.39 KiB) Viewed 707 times
EE2_ScreenShot8.jpg
EE2_ScreenShot8.jpg (517.45 KiB) Viewed 707 times
EE2_ScreenShot3.jpg
EE2_ScreenShot3.jpg (358.26 KiB) Viewed 707 times
Greetings, Loew
List of tutorials, useful threads and utilities (look here before posting): Here

Add Pics to Map: viewtopic.php?f=54&p=25184#p25184

Loews Work: viewtopic.php?f=54&t=5160


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Dr.MonaLisa
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Location: Poland

Re: Loew's Ambient Pack for EE2 1.5

Post by Dr.MonaLisa » 19 Nov 2018, 09:30

Great job, can't wait to prepare a Minor Update with all new stuff.
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains

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Loewenherz
Posts: 160
Joined: 23 Sep 2017, 17:26

Re: Loew's Ambient Pack for EE2 1.5

Post by Loewenherz » 25 Nov 2018, 15:03

First Release from my work version for test and criticism. It has the first flowers and stones. Is not ready for full release. ;)

Put the the dbunitfile5.cfg file in the folder from 1.55.zip and the .ddf in the unit folder. Graphics unzip you in the main db folder.

New workversion 1.3 is in the last post!
Last edited by Loewenherz on 21 Dec 2018, 10:22, edited 2 times in total.
List of tutorials, useful threads and utilities (look here before posting): Here

Add Pics to Map: viewtopic.php?f=54&p=25184#p25184

Loews Work: viewtopic.php?f=54&t=5160

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Loewenherz
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Re: Loew's Ambient Pack for EE2 1.5

Post by Loewenherz » 02 Dec 2018, 14:22

New Workversion released.

Whats new?

⚫ Fixes the Problem, that plants or other ambient Stuff blocked a point on the map, and blocks so buildings. In the next Workversion, a build in block units for wayfinding or Buildplaces.

Here is the new code:

Code: Select all

// New unit type for free placing and rotating in EE2 map editor.
UnitType FreePlaceableAmbient
{
	ownerType = WorldOnly
	properties {
	FootprintSizeY = -6 // Allowed overbuilding from ambient units, only for kFootprintType_Rectangle. -6 is standard.
		FootprintType = kFootprintType_Rectangle
		moveType = Air
		rps = AirNonCombat
	}
	abilities [
	//	Move {speed = 0.0001;}	
		]
		
	fullMapOverlay { sprite = spr_fullmap_building }
	attributes = [NotSelectable]
	nonAttributes = [Attackable] // This magic little number REMOVES attributes which may have been present in a parent, etc
⚫ Textures be now in dds format. The saves many mbs. (Have fixed by the way a Bug, that the dds texture are not low, if you set down texture details.)
⚫ Many new Plants.
⚫ You can set a water objekt on mountains and set waterfalls.
⚫ Its now possibel to create the space.
⚫ Now found the swamp the way in the game.
⚫ A little bit of prairie ambient.

-----------------------------------------------------------------

Of course, this is a work version. Not all is perfect. If you have a Suggestion, write me.

Picture:

Image
Image

Image
Image
Last edited by Loewenherz on 21 Dec 2018, 10:25, edited 1 time in total.
List of tutorials, useful threads and utilities (look here before posting): Here

Add Pics to Map: viewtopic.php?f=54&p=25184#p25184

Loews Work: viewtopic.php?f=54&t=5160

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Loewenherz
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Re: Loew's Ambient Pack for EE2 1.5

Post by Loewenherz » 21 Dec 2018, 10:24

New work version released. Enjoy it! That is new:

Trees

- A lot of new trees for tropic regions
- A lot of new trees for arid regions
- A lot of new trees for temperated regions

Landscape ambients


- Stones and cliifs for tropic regions
- Stones and cliffs for arid regions
- Stones and cliffs for temperated regions
- Stones and cliffs for artic regions

- Underwater coralls for tropic regions

Planned for next version:


Trees for arctic regions. Diverse new plants as shrubs and new ambient for beaches. Text entries for units. Better looking space fields, as in the last work version. Space sky for the space maps. :D
Wood ambient for planets like Mars. New resources and the blocker for skirmish maps. New bridge ambient. At the end then littel special ambient for skirmish maps.

Then im finish, with this project. ;)
Ambientpack_Workversion1_4.zip
List of tutorials, useful threads and utilities (look here before posting): Here

Add Pics to Map: viewtopic.php?f=54&p=25184#p25184

Loews Work: viewtopic.php?f=54&t=5160

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Loewenherz
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Joined: 23 Sep 2017, 17:26

Re: Loew's Ambient Pack for EE2 1.5

Post by Loewenherz » 28 Dec 2018, 00:19

I cancel this project, because there is a hard bug in Empire Earth 2 Aos with the shadow from Trees. After meany testing, i must say, that i cant finish this Project. This Bug is not fixable. Sorry for there and im sad that i have lost so good time for this shit here. Next time better i read a good Book and dont mod EE2. :evil:

But i make here a last Release. The files are complete and text and script are 100% complet. I mean the Project is absolutely finish. Maybe a better moding guy can solve the Problem. I hope it so, because i cant it. :cry:

Good Night!


Full Release:
LoewAmbientPack_Finish.zip
(33.1 MiB) Downloaded 32 times
List of tutorials, useful threads and utilities (look here before posting): Here

Add Pics to Map: viewtopic.php?f=54&p=25184#p25184

Loews Work: viewtopic.php?f=54&t=5160

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Dr.MonaLisa
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Location: Poland

Re: Loew's Ambient Pack for EE2 1.5

Post by Dr.MonaLisa » 28 Dec 2018, 00:28

You detected the problem around ~3 hours ago. This is very little time for anything. I was detecting the dead birth animation crash for over 2 months non-stop and 2 years in total.

Anyway, as I answered on the Support Chat:
[2018-12-27 23:10:39] Dr.MonaLisa: I think thats the problem
[2018-12-27 23:10:34] Dr.MonaLisa: Emissive Color
[2018-12-27 23:00:22] Dr.MonaLisa: u have whole january
[2018-12-27 23:00:19] Dr.MonaLisa: Dont worry about it too much
[2018-12-27 22:53:32] Dr.MonaLisa: Maybe something has to be deleted
[2018-12-27 22:53:19] Dr.MonaLisa: And try changing colors
[2018-12-27 22:53:08] Dr.MonaLisa: Basically, make a backup of original tree
[2018-12-27 22:51:14] Dr.MonaLisa: ChristmasTreeAOS.nifcache
[2018-12-27 22:51:09] Dr.MonaLisa: ChristmasTreeEE2.nifcache
[2018-12-27 22:50:49] Dr.MonaLisa: " :\zips\graphics_150"
[2018-12-27 22:49:29] Dr.MonaLisa: or something, in nifcache
[2018-12-27 22:49:24] Dr.MonaLisa: Diffuse color
[2018-12-27 22:45:05] Loewenherz: I dont see.
[2018-12-27 22:42:40] Loewenherz: say it
[2018-12-27 22:42:10] Dr.MonaLisa: nifcache\
[2018-12-27 22:42:02] Dr.MonaLisa: [2018-12-27 22:33:22] Dr.MonaLisa: compare EE2 with AOS christmas tree
I had this problem when I was adding the Christmas Tree. That's why EE2 and AOS use separated Christmas Tree .nif models.
It's something with Emissive Color. I'm not sure what it should be changed to. It requires some patience and testing.

It's your choice, but cancelling without giving little more time is hard to understand.

EDIT:
Could you please continue using this file structure?
LoewAmbientPack_MonaFilesStructure_1.zip
(34 MiB) Downloaded 28 times
For now it's based on 157003. I removed subfolders and set to use a single .ddf file instead of multiple. There are probably some text tweaks we need to apply later.
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains

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Loewenherz
Posts: 160
Joined: 23 Sep 2017, 17:26

Re: Loew's Ambient Pack for EE2 1.5

Post by Loewenherz » 28 Dec 2018, 08:04

Mona, let me Rage. :twisted: :twisted: :twisted:

Ok, i have now a bittel Slep. Later, i will test and show to fix this EE2x Lighting problem. I have worked non stop on this Project in the last days. To many EE2 is not good for me... :oops:

Here is for other peopele a pictar from this problem:
Tree_withoutAosLighting.png
Tree_withoutAosLighting.png (1.74 MiB) Viewed 386 times


Added after 2 hours 14 minutes 37 seconds:
Emissive Color don't Help. I have regulate that on extreme white, but the tree is black in EE2X (and looks crasy in EE2).

Added after


1 hour 45 minutes 39 seconds:

Problem solved: EE2 has own tree NiNode Skin and Animation System for trees. Don't ask me, but this hold a data for tree lighting. So, i can fix this problem here. But now all trees are than a littel bit animated. ;)

But this new trees have than color problems in EE2. So i make a EE2x tree varainte as model... --> Was a mistake from me with the normals... :oops:

EE2_ScreenShot3.jpg
EE2_ScreenShot3.jpg (412.06 KiB) Viewed 376 times
Last edited by Loewenherz on 28 Dec 2018, 14:24, edited 2 times in total.
List of tutorials, useful threads and utilities (look here before posting): Here

Add Pics to Map: viewtopic.php?f=54&p=25184#p25184

Loews Work: viewtopic.php?f=54&t=5160

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Dr.MonaLisa
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Posts: 7519
Joined: 17 Jun 2010, 11:21
Location: Poland

Re: Loew's Ambient Pack for EE2 1.5

Post by Dr.MonaLisa » 28 Dec 2018, 14:08

Could you please write what steps you did exactly to models to fix this issue? Does it look 100% the same on EE2 and AOS now, or some color differences? Maybe best if you attach two models, for EE2 and for AOS so everyone can compare. It can be useful in the future.

Also, in the map editor I've seen that some unit names are duplicated (like 5x the same name). Would it be a problem to make it like "Bush 1 (1.5), Bush 2 (1.5)", etc. to prevent confusions? If not, I can do it later myself.
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains

User avatar
Loewenherz
Posts: 160
Joined: 23 Sep 2017, 17:26

Re: Loew's Ambient Pack for EE2 1.5

Post by Loewenherz » 28 Dec 2018, 14:17

So Mona, here are the screens:

EE2X:
EE2_ScreenShot2.jpg
EE2_ScreenShot2.jpg (407.38 KiB) Viewed 367 times
EE2:
EE2_ScreenShot0.jpg
EE2_ScreenShot0.jpg (453.07 KiB) Viewed 367 times
The game seemingly use a own Lighting System for Trees. There are in as SkinnigNiNode in the nif file. On this Screen are the same 3D Model.
As attachment i have load a Tree, but forgott not, there are animated. And if you remove the NiSkininstance, the model is normale lighted.
Dr.MonaLisa wrote:
28 Dec 2018, 14:08
Could you please write what steps you did exactly to models to fix this issue? Does it look 100% the same on EE2 and AOS now, or some color differences? Maybe best if you attach two models, for EE2 and for AOS so everyone can compare. It can be useful in the future.

Also, in the map editor I've seen that some unit names are duplicated (like 5x the same name). Would it be a problem to make it like "Bush 1 (1.5), Bush 2 (1.5)", etc. to prevent confusions? If not, I can do it later myself.
That are 5 different Sizes. I think, you can ignore it.
List of tutorials, useful threads and utilities (look here before posting): Here

Add Pics to Map: viewtopic.php?f=54&p=25184#p25184

Loews Work: viewtopic.php?f=54&t=5160

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