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LordStark

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  1. Has he got any high quality wolves?
  2. Your progress has been incredibly rapid. Just amazed at what you have been able to accomplish in such a short amount of time.
  3. Absolutely amazing. This is so cool to watch the mod grow.
  4. Really impressed with the this mod and your continued progress. Good on you!
  5. Are these assets of Mr Lies available somewhere?
  6. You mean "Yes" they are just a part of the scene but not something buildable in the mod correct? In any case, nice work overall. I look forward to seeing more of your work as time goes by.
  7. Nice work! I especially like the paths - is that something the player can create or is it something you put in the scene via the Atlas Editor?
  8. Mine have different names. Which one should I call UVMap and which would should I call AOMap? Also, once I have baked it, am I correct that I should be saving a single texture file as "polish_civ_tex_spec"? Or do I bake the texture once and save it as "polish_civ_tex_spec" and then do the extra bit of creating an AO thing and bake it again and call the new one "polish_civ_tex_nrm"?
  9. AMD Ryzen 7 4800H with Radeon Graphics 2.90 GHz 32.0 GB (31.4 GB usable) 64-bit operating system, x64-based processor
  10. If I double the poly count and then halve the population, will there be any difference in performance (My mod only really allows for 60-80 units on the map at any one time anyway). Because the game runs nice and smoothly on my computer currently, does that mean there is likely still quite a bit of room to improve the models without making a noticeable affect on performance? As an example, I am thinking it might be possible to double the polycount without changing the population cap and still have the game run smoothly. If this is try, then my thinking would be to increase the polycount by 400% and then just halve the population cap. Would doubling the polycount likely result in an impressive model or would the difference be barely noticeable? Can you give me an indication of a poly count that would be a compromise between performance and higher quality models? I assume the fact that I have a pretty good computer combined with a reduction in population to 80 per side would surely help accommodate higher quality models. I would like to be able to see the chainmail on units rather than having them painted on to the same unit model as the topless units.
  11. I have a pretty good computer and I would like to be able to zoom in and watch battles close up. In particularly it would be good to be able to make out features clearly like you can in Company of Heroes 3: Is there anything specific to this game that would prevent the implementation of models of a similar quality? These guys are cheap and look quite high quality to me: 3D model 12th Century Infantry Arms and Armours VR / AR / low-poly | CGTrader
  12. I think I worked it out. I forgot to press "bake". Was I clicked "bake" an imagine appeared in the number 3 window. I was able to save this. I saved it as "polish_civ_tex_spec" which is the same name as one of the original files that most closely resembled what I was editing - but there is not change in game...
  13. Thank you so much for this. I think I am almost there. It is only the last step that has me stuck: Where is the imagine window?
  14. Yes, that is what I am asking about. I have been trying to do it in blender but the measurements are clearly not accurate. If you look at this wall you can clearly see that the measurements don't make sense based on a visual inspection. The wall is roughly as high as it is long. There may be some variation in the length and height, but certainly not to the extent blender is suggesting. All I need to know is exactly how long this wall is. Then I can make my palisade that exact same length.
  15. Another suggestion - use lots of different kinds of storehouses so that the peasants are travelling to different locations in the castle/village. Once again, it means that they will not form a long column of people always going backwards and forwards to the same location. That is not how castles/villages would look in real life. People would be going to different places at different times. So you can have: Granary (Grain) Woodstore (wood) Stoneyard (stone) Smith (metal) Butcher (meat) Market (fruit) Imagine if you have all these different locations within your castle/village for different things while at the same time your peasants collect a lot more of each resource before they bring it back. What you will end up with is a village/castle that looks like people are going about their daily business - people will be travelling in all different directions within the castle. And it won't be crowded because at any given time most of the peasants are at their place of work outside the castle.
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