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Posts
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Everything posted by Stan`
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Nope I had forgotten about smd format tried md5 collada collada max and fbx. In blender used fbx default fbx plugin and collafa importer. We were able to have skeleton and props. But animation was screwed if you look at the logs of irc you may be able to find images of progress. Thing is like i said maybe better animate from scratch now. Anyway what was wrong is that max uo axis is zwhile blender is y up. So things go wrong by 90 degrees even though in the exportation you have the choice. Now wijitmaker gave me pmd source code in c++ for 3dsmax maybe someone could make an blender import export plugin an fix it for there was some bugs. This way we should be able to import models from the game and not be max dependant animore. I may try ultimate 3d if that helps.
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I may have some friends in taleworlds forum.
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One more. found_4x2.7z
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I remade everything (Painted over it)
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- Yeah I forgot ^^' - I needed to fix it but didn't wanted to break uv's ^^ - Oh yeah, crate texture was taken from the gaul farmstead Talking about it maybe we should drop prop it. - They are transparent actually the blue one should change colors, I guess I broke it when exporting from paint --' - Agreed - The row was that way because it was phototextured at the beginning - Bout the last point ^^ Gimp textures took me 1/2second ^^ I hadn't seen your links
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Hmmm... Actually WijitMaker asked me if it was worth it since, sooner or later they will have to be remade. I asked him to ask Enrique, I'm waiting for his reply.
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What would be nice is to have something like the mod system of warband. When launching the game a menu appears and let you choose which mod you want to load vanilla is included in the list. Also in the game folders there is one with a mod folder with all of the mods separated in folders with their name that you just have to drag there. If you don ´t want one delete the folder. It´s using cfg files to see the names of the mods and displays them with their own icons. If modified equivalents of the game files are found mod is prevalent
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Here you go. https://github.com/StanleySweet
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@Niektb I ´ll give you mine when I get home, provided you want me in this council.
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That would require some coding stuff, Maybe keeping them separated, but allowing player to research technologies only when there is a mint nearby would be great. For Instance Technology : Coinage should be grayed in the warehouse until player builds a mint. Another one Technology : Tempered wood when a sawmill is built.
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Any other thoughts ?
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Yeah two objects in signatures like army generals.
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That'd be great, need to define concepts for the artists to work on if it gets approved by the team.
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It actually supports in theory 2014 but it's broken since last service pack --' Not tried the other one.
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A tavern would be nice for them.
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Well I'd like to make it and leave programming to you guys.
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@Sanderd that was the system info says
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Did you make any reference we could use to model it ?
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What happened to it ? this was how it was suppose to work in the orignal. Yup.
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We've got one big conqueror here ↑
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It could be a decorative building, like for instance boosting like 2% the units. Like the embelishment in the Settlers.
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Yeah a lot, has it a bump or a specular or only AO/Texture ? some parts look a bit flat Anyway good job. Or maybe too "clean" not sure.
