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LordStark

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Everything posted by LordStark

  1. The cannons would just be on the side of the ship like the cannons in the ship in Master and Commander? Would they need turrets? I assume they should be fixed.
  2. Hi there, Just wondering, if I hire a 3d artist to make a 18th century pirate ship with working cannons, for this game, is it likely they will have difficulty putting it ingame? What is the learning curve like for a 3d artist who knows nothing about the game?
  3. Current wolves are fine but in my game the Lord can have a loyal wolf and it would be cool to have an extra high quality one (as there would be only one in the game). The wolves look a little dog like in the hips when you zoom in.
  4. Has he got any high quality wolves?
  5. Your progress has been incredibly rapid. Just amazed at what you have been able to accomplish in such a short amount of time.
  6. Absolutely amazing. This is so cool to watch the mod grow.
  7. Really impressed with the this mod and your continued progress. Good on you!
  8. Are these assets of Mr Lies available somewhere?
  9. 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.
  10. 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?
  11. 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"?
  12. AMD Ryzen 7 4800H with Radeon Graphics 2.90 GHz 32.0 GB (31.4 GB usable) 64-bit operating system, x64-based processor
  13. 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.
  14. 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
  15. 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...
  16. 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?
  17. 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.
  18. 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.
  19. This may just be me but the model the left looks better (texture wise). I believe the person who created the model was probably still learning when they made the model on the right and as their skills improved they ended up with a model (texture) that you see on the left. Of course I may just be imagining things... If the model/texture on the left really is better, can anyone see what the original creater did differently? My best guess is that when he applied the stone texture he applied more of the texture to the same area on the model - making it more detailed. In layman terms (because I am a layman myself), if he had a picture of a stone wall 1m x 1m and an object that was 2m x 2m, he used the entire 1m x 1m texture to cover the entire 2m x 2m object. For the less impressive object he only used 0.75m x 0.75m of the texture to cover the same area of 2m x 2m and so the texture needed to be stretched slightly. Making it hard (for me) to clearly see what is different about the two objects while at the same time making it clear that they definitely look different.
  20. Hi, I am trying to follow the Bake tutorial here: However, when I got to step 2, I cannot see a UV Menu. Please see the attached picture. The other issue was at step 1 where it says: My concern is that I already know this model appears exactly how I want it to when ingame (except for an annoying circular "shadow" that appears on the roof - a remnant from the original model which I removed). I was unsure if this step is for people who are planning on retexturing their model or if I still need to do it. If I do need to do it, won't creating a new material cover the model with a different texture rather than what the original creator put on the model? Or would like create a new material and then open the texture file that comes along with this model and make no changes what so ever. All I am trying to do is get rid of the shadow ingame. Please see the second picture for an example of an unwanted shadow that I intend to remove after I have learned to remove the shadow from this object.
  21. Thanks for your reply. Nodes sounds a little bit more complicated (I did a quick read up on them). I assume this is for more advanced artists? What I am trying to do is something that I have seen in video tutorials (but I can't keep up with what buttons they pressed or what they did). As far as I can tell they did not use nodes. Or could this be the step that I am missing completely? What I am expecting to happen is for part of my model (the model minus the roof and windows) to be selected. From there I should have my texture of black stone wall and a small box surrounding part of the texture. I can then scall this box up and down to change the density of the texture. So for example, if I make the box over the texture bigger the result will be that a larger part of the texture is projected onto the model (minus the roof and windows).If I scale the box smaller than a smaller part of the texture will be used to cover the same area. The large the selection box, the more detailed the castle wall looks. If I make the selection box small then the texture is stretched across the mesh. Can this be accomplished without nodes? Am I going about this the wrong way perhaps? My latest attempt looks like this:
  22. I would say the story is not uncommon. Bishops seems to basically be Lords. I am still learning about the medieval period and there does seem to be some differences of opinion about different roles. However, I would emphasis that I lack any training in history and the difference of opinion may not be among historians - it could be between the uninformed and the historians. As my "sources" or only things like Quora and forums. From what I have been able to find out so far (and there is forum/quora posts that contradict this), it seems that you might have the following in close proximity: A bishop and his monks/warrior monks with the monks reporting the the bishop (and not the local Lord). A Lord and his retinue and peasants/serfs/bailiffs/steward etc etc Representatives of the King such as the Shire Reeve (Sheriff) and Kings Judges (at least in England after 1066). It would be cool (if my information is accurate) if the game worked around the interaction between these three different groups. Even if you have different Lords playable - so you can pick between six Lords and then the Kings representatives and the local Bishop are separate sides that have a more unique role in the game. My thinking is the Bishop could be a nuisance in some way but also offer some advantages. As the game progresses the player might decide that the nuisance the Bishop provides is not worth the benefit and choose to declare war and wipe the Bishop out. Some of the nuisance: 1. The Bishop/Monks could randomly arrest your hero units or your lady for various religious offences. Not sure how this would be codes but I guess it would be something along the lines of one of your heroes "fades" away and a bishops cage suddenly gets upgraded with your hero (or Lady) in it. 2. The Bishop could randomly attack some of your units after declaring them to be heretics. The Bishop wouldn't declare war on the player completely, just on a certain area/village. This would obviously require changing the engine. You could have the "King" AI basically give you missions and require you to assist him in various tasks. If the player fails to assist the King or is not able to the King eventually turns on the player. So each game is like a world with up to six Lords and then the Church and the King acting in the background and offering both benefits and downsides. The Lord-Players overall benefits (auras/upgrades) would change based on their relationship with their King and the local Bishop. Last suggestion. A major problem with Stronghold was that the peasants did not carry enough resources. This make it vital that resources and granaries/storehouses be located close together. That meant it was too a players advantage to place farms around the granary and storehouses near the woods. The various smith buildings would be placed close to the armoury. The outcome was that the better players tended to not really have a castle - because it meant peasants had to walk too far to drop off resources. Instead, the player crammed everything in next to each other as close as possible to the appropriate store facility. You can avoid this issue and encourage the player to build castles that don't look so crammed up by having the peasants carry a greater load of resources. This means that they require less trips from the fields/forests/mines to the store facilities and so even if they have to walk a long distance in the grand scheme of things it is not such a big deal. It also means that you don't get a huge line of peasants constantly walking in and out of your castle and instead you can have 2-3 walking to one part of the castle (the granary) and another 2-3 walking to the storehouse and another 2-3 walking to the armoury and any given time. The castle/village all of a sudden looks like a place where different people are going about their different business. There are no longer columns of people (which always seemed to break emersion for me). You can also require that farms need to be located a certain distance from the granary - but this does not fix the peasant-trains. The only way to get rid of the peasant-trains is to have the peasants carry a lot more so that they are going in to the castle a lot less often and spending more time working on site (in the forest/mine/farm etc etc)
  23. Hi guys, For some reason I am not seeing what I expect to see based on the tutorial videos I have watched for UV mapping/texturing. I want to give my castle-type models and extra texture so that I can visually upgrade them with one texture used to represent the stronger wall versus one being used to represent the weaker one. Here are the steps I did. Do you have any advice? The aim is to retexture the main body of the building but leaving the roof and windows alone so I have marked seams to separate them.
  24. Have you considered making the Bishop his own side? I read somewhere that in some places Bishops were basically Lords. Not sure how reliable the information is and I have not done any of my own research. But my assumption was that a Lord of a castle is not going to have a bishop among his staff/retinue. Depending on your skill with Java, it could make for an interesting opponent/gia who you can choose to tolerate or wipe off the face of the map. A bishop (with warrior monks) would play very different to most normal sides. Stewards tended to run the castle for their Lords and the Bailiff did a lot of the running of local villages in terms of economy. The Bailiff could be upgradable to a Steward.
  25. Been learning some more stuff with blender, How do I fix this issue?
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