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Everything posted by Alexandermb
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This is the inner side of the gate, if someone put this side outside when you order your units to leave the garrison, they are going to be rapped be the enemy.
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Finished the gate, only animations needs to be done (towers aren't part of the gate) (Size) Tower fixed]
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Another dilema, one is accuracy the other is gameplay. The gate as the reference pictures of a norse fort, the building with roof should be a bit lower, and only infantry should be able to enter by the gate. because there can't be any reason to let bigger things to enter, like siege rams, that is a disadvantage for a fortification. So, the gate should keep the gameplay parameters or follow the history accuracy ?
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ok, then its better have the tower with roof instead of the other model ?
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Norse walls Full wood 2 Models for the tower (i'll go for the one with roof) Gate will be uploaded soon Screenshots Tower models Blender file >>Norse Wall Whitout slope [Finalizado].blend<< @niektb wich tower for the walls should be used ?
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Norse Longhouse 2 roofs variants Screenshots Aotextures Blender file >>Norse longhouse [Finalizado].blend<<
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The fences @wackyserious proposed using the same fence of the house (the fence is a separated mesh as prop) Variants
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Preguntas de modding y primeros pasos[Spanish]
Alexandermb replied to Lion.Kanzen's topic in Game Modification
Bienvenido! ¿Que tienes en mente para tu mod, y que dudas tienes para aclararlas y ayudarte? -
@niektb Gid updated and now they are a bit bigger. (Found a better gif maker page)
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@niektb They are added via xml file, so it can be replaced or limited to only move and idle.
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Same for me, i look for realism, as long as it good for everyone between performance and developers ideas. Note: i have been testing how far the performance with high poly meshes can go using 2.2k tris body for units in one faction. it seems to work good enough even when i have like 200 soldiers
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i'm not sure about the fence but, here is what @Lion.Kanzen proposed, battleground in the barracks and using the same method of the norse_blacksmith, added prop points for 3 infantry fighting outside using the battleground. Rec 2017-06-29 15;29;24.avi
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Here is another video, but this has 4 animations, 2 from the last video but with some positions fixed. it was made using the reference video @Lion.Kanzen posted. Following the fighting parameters of shield and sword they always keep the shield in front at the height of the chest and face, so this way they attack whitout leaving the safe pose, 3 attacks vital points Rec 2017-06-29 02;32;28.avi A > Shoulder/arm and cut leg B > thight and front hit C > Hit chest and cut D > Stab In the blender file you can use the action editor to look the 4 animations. >Norse_attacks.blend<
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2 animations shows in this video Rec_2017-06-28_14;28;11.mp4
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i saw one reference video on other topic (forgot where i found it) but the problem is they interact with each other, so the animations need to be made only attacking, but i think i can manage to adjust the sword to the minute 2:15 - 2:48. The shield height is ok, the only weird is the sword.
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Carolingian Abbey Based on real life structure "Lorsch Abbey" Ao baked 3.3-3.7k tris (Trees and props added for better presentation) Screenshots Textures BLEND FILE >>>Lorsch Abbey [Finalizado].blend<<<
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Xml + meshes Scabbard.7z
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@niektb i've made this two, in case the mod could use it The saxon and the norse used seax weapons, so i think this one could work (The sheath was just for make the mod more 1000 ad and less 0 ad) I used as reference this book.
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