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Posts
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Everything posted by Alexandermb
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Offtopic: in 22 days we have 2 choices we become slaves or we are free before that day and the internet is getting worse and worse everyday. About the zip files, i found a bug with the template of the anglo fortress wich i've already fixed, it was related to the obstruction. I will upload a zip file only with each topic files, when its done and approved like the norse longhouse. so its more organized.
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Yes, i will upload one by one, i uploaded that in case something gone wrong in the next days in my country, since they are planning remové the internet forever.
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i think everything i've done is in this file in case someone want's to test them. (Make a backup of your files) (Possibly some files will say error or missing something in case i forgot to add something) MilleniumAD.7z
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this are the towers: Left: Wooden Middle: Defense Tower this one keeps the shape of the private fortification (Rectangular shape with 1 window and middle floor) Right: Wall Tower This don't have door and uses the Wall shape of fortification in wessex (Rectangular Shape with doublé windows)
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maybe with some modifications it can be adapted. Also, @stanislas69 the tower should be used as the anglo defense tower ? i've made a separated model with Wood for use it as the wooden tower, so 1 looks like under construction, and the other is the improved and finished.
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@stanislas69 you have in a blender file the bow skeleton ? i've made the bow from the viking hersir book
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==== 1000 (Norse) Defense Tower ====[WAITING FOR AUTHOR]
Alexandermb replied to Alexandermb's topic in Art dev
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@stanislas69 the flags has the player colours 4 in the main structure 4 in the tower 1 in the bench. the structure is divided in 5 meses Palisade each variation has 1 Turf same for all Main structure (The house, the main hall and the Wood roof) The roof of the main hall same for all The Tower same for all. 12k tris 6k whitout palisade.
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Preguntas de modding y primeros pasos[Spanish]
Alexandermb replied to Lion.Kanzen's topic in Game Modification
Este es el archivo de la tecnología de avanzar de fase y este el de 2da fase Donde dice modifications, esta lo que cambia al avanzar de era, puedes crear una fase especifica para una civilización como lo propones en tu mod. tal vez usando el método de Delenda (otro mod) (investigar cierta tecnología inhabilita otra) podrias crear 2 phase city o town, que te permitan seleccionar facción ostrogodos y visigodos pero solo una de estas. no e intentado crear un archivo de esos donde dice modifications, desconozco si se puede agregar otro tipo de moficicaciones que no sean solo "value" "valores", tal vez también visuales. -
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al contrario, ellos excavaban adelante de cada muralla, pero como eso consumiría mas espacio de la estructura, le coloque elevación.
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ambos estarán, tal vez incluso un modelo C para ver variedad de fortalezas privadas y no el mismo edificio repetido por parte de la IA, algo asi como casas lujosas privadas con defensa.
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yeah, it would break the parameters of the other fortress but remember this is a private fortification like the book say's, a special building like the roman army camp, so maybe the anglo wouldn't have either fortress like the norse but instead have this building. i will add the well, maybe a horse or two instead of the anvil.
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Tower bigger, and made a variant so it looks more like a private fortification like the book's says and not like a military same structure everytime. i've made the variant because the IA like to build a lot of fortress so it will look better have different kind of fortress.
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The tower is a prop, so the mesh can be used other ways.
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that game has a lot of good things for gameplay. but the optimization is terrible. i remember the first reléase i could play 2 mins until it crashes or consume my whole cpu. I would like to have the starways gameplay to the walls but first the walls needs to be able to walk over and not only garrison.
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Adding props like weapons etc. and will adjust the pallisade for add battlements and less symmetrical
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@Skhorn i'll try to make on later i propose something like the roman army camp for the anglo as the fortress, i use as reference something from the same book i used for the anglo walls. For the fortress i will add a lot of props, turf like the roman camp. maybe road paths from the tower to the center, house and main structure. maybe change the walls to something more like the real anglo walls with slopes inside the camp.
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Anglo Walls Gate with 4 doors animated. 4 banners added, animated. Each Wall has prop points for axe's and Spears stucked in the Wood. Screenshots
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esos parecen ser como el decal "dirt", tal vez asignando una condición de si una estructura esta cerca, aparecer esa entidad pero desconozco si hay algún método o trigger que determine situaciones especificas para aparecer un prop que no sea el "event" o "load".
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Después de varios tediosos templates repetidos que escribí anoche, logre hacer que sean como un camino, el tema esta en obligar a las unidades a caminar por ahí, o simplemente hacer el camino por el lugar mas conveniente. Este es el "actor" de wacky, el material dice "terrain_base" y no hay mesh definido, asi que solo se usa el terreno como mesh y funciona como camino, al asignar una textura distinta que sean piedras o ladrillos se pueden hacer caminos normales. Estos son los templates que copie y adapte para que sean caminos: templates/structures ] templates