Stan` Posted Saturday at 16:48 Report Share Posted Saturday at 16:48 1 hour ago, benisen11 said: I could do some modelling in blender. (Buildings and units) Although I think am weak and may need help with modding regarding models at beginning. I think it would be great learning experience for me. You can upload them to the forums, and I will give you feedback on them. Quote Link to comment Share on other sites More sharing options...
benisen11 Posted Saturday at 17:29 Report Share Posted Saturday at 17:29 (edited) 58 minutes ago, Stan` said: You can upload them to the forums, and I will give you feedback on them. War pick mesh. Rest is just texturing. Edited Saturday at 17:47 by benisen11 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted Sunday at 09:32 Report Share Posted Sunday at 09:32 How many triangles? You should use this texture if possible https://github.com/0ad/0ad/blob/master/binaries/data/mods/public/art/textures/skins/props/prop_weap.dds Quote Link to comment Share on other sites More sharing options...
benisen11 Posted Sunday at 12:36 Report Share Posted Sunday at 12:36 (edited) 3 hours ago, Stan` said: How many triangles? You should use this texture if possible https://github.com/0ad/0ad/blob/master/binaries/data/mods/public/art/textures/skins/props/prop_weap.dds I've tried using the texture and it's used what ever I could. I think the weapon's texture is ok I guess. I also thought of cramping more textures into empty spaces but there isn't any room left. Additionally I've modified the shaft itself. I think it looks much better when you compare it to old mesh.Triangle count : 134 How I imagined it: Also the mesh can be extended into 2 handed polearm!> Note : the weapon is out of period's timeline!! < Edited Sunday at 12:42 by benisen11 Quote Link to comment Share on other sites More sharing options...
benisen11 Posted Sunday at 13:06 Report Share Posted Sunday at 13:06 (edited) On 03/07/2022 at 11:19 AM, wackyserious said: WORK IN PROGRESS (Open to suggestions and help) 12-13th Century Castle Simulator A.K.A (Stronghold in 0ad mod, loljk.) Repository: https://github.com/0ADMods/xiiiad STRUCTURES CIVIC CENTER: Village Hall (Village) | Town Hall (Town) | Citadel (City) BARRACKS: N/A (Village) | Town Barracks (Town) | 1.) City Barracks 2.) Castle Barracks (City) DOCKS: Village Docks (Village) | Town Docks (Town) | City Docks (City) FORGE: N/A (Village) | Town Forge (Town) | 1.) Castle Forge (City) FARM FIELD: Village Farm Field (Village) | N/A (Town) | N/A (City) FARMSTEAD: Village Farmstead (Village) | N/A (Town) | N/A (City) HOUSE: Village Dwelling (Village) | Town Dwelling (Town) | City Dwelling (City) STOREHOUSE: Village Storehouse (Village) | N/A (Town) | N/A (City) TEMPLE: Chapel (Village) | Church (Town) | 1.) Cathedral 2.) Monastery (City) MARKETPLACE: N/A (Village) | Town Market (Town) | City Market (City) OTHERS: APOTHECARY HOSPICE *Monastery TAVERN GUILDHOUSE *Town Phase COURTHOUSE *City Phase UNIVERSITY *Monastery CASTLE STRUCTURES WALLS Stone Curtain Wall (Hoarding Upgrade) *Town Phase Single Stone Wall (Hoarding Upgrade) *Town Phase Double Stone Wall (Hoarding Upgrade) *City Phase TOWERS Square Lookout Tower *Town Phase Small Square Tower *Town Phase Large Square Tower *City Phase Great Square Tower *City Phase Round Lookout Tower *Town Phase Small Round Tower *Town Phase Large Round Tower *City Phase Great Round Tower *City Phase KEEP Small Keep Large Keep Great Keep UNITS CITIZEN-SOLDIER Serf Spearman (Basic) | Militia Spearman (Advanced) | Sergeant Spearman (Advanced) Serf Archer (Basic) | Militia Archer (Advanced) | Sergeant Archer (Advanced) Serf Crossbowman (Basic) | Militia Crossbowman (Advanced) | Sergeant Crossbowman (Advanced) Mounted Serf (Basic) | Mounted Militia (Advanced) | Mounted Sergeant (Advanced) CHAMPION Bannerman (1 Bannerman = 1 Fortress) - 1.) Provides military bonus 2.) Can train units Squire (Basic) | Knight (Advanced) | Royal Knight (Advanced) Mounted Squire (Basic) | Mounted Knight (Advanced) | Mounted Royal Knight (Advanced) MERCENARY Mercenary Spearman (Basic) | Experienced Mercenary Spearman (Advanced) | Veteran Mercenary Spearman (Elite) Mercenary Swordsman (Basic) | Experienced Mercenary Swordsman (Advanced) | Veteran Mercenary Swordsman (Elite) Mercenary Archer (Basic) | Experienced Mercenary Archer (Advanced) | Veteran Mercenary Archer (Elite) Mercenary Crossbowman (Basic) | Experienced Mercenary Crossbowman (Advanced) | Veteran Mercenary Crossbowman (Elite) Mercenary Rider (Basic) | Experienced Mercenary Rider (Advanced) | Veteran Mercenary Rider (Elite) HEROES Bishop Lord Marshal Could it be possible to make walls only destructible by catapults and gate by ram? This small change would create wonders! We'd have real medieval sieges. And make them waay more usefull. I think it def fits for this time period. Furthermore I've made custom siege like maps for my friends in classic 0 AD and then 1000AD mod and we had really alot of fun. I solved the wall issue by making the fort on hill where the walls couldn't be damaged and it also gave good range boost. All of us had fun and I felt like I was truly besieged because of lack of resources. Yet I still held out for some time. Dudes liked the siege idea so much that we've began making more maps Troy. You can also see how the walls are on hills so they won't get destroyed by simple infantry. gaul fort : Then It got out of hand! Even more maps! helms deep : persian fort : Minas tirith: I've then incorporated the fort thing into skirmish map. You can see how walls are supported by terrain. Paris in 1000ad mod : There's even more! But sadly rest was lost :I . It was really fun. Edited Sunday at 13:28 by benisen11 Quote Link to comment Share on other sites More sharing options...
Stan` Posted Sunday at 14:36 Report Share Posted Sunday at 14:36 1 hour ago, benisen11 said: Could it be possible to make walls only destructible by catapults and gate by ram? This small change would create wonders! We'd have real medieval sieges. And make them waay more usefull. I think it def fits for this time period. Sure. For all infantry units one needs to add Restricted classes for wall and gates and for siege restricted classes so that it doesn't attack infantry http://docs.wildfiregames.com/entity-docs/a26.html#component.Attack @Freagarach Would be nicer if we supported allowed classes rather but I don't think it's possible yet, is it? The warhammer looks good Quote Link to comment Share on other sites More sharing options...
benisen11 Posted Sunday at 16:10 Report Share Posted Sunday at 16:10 (edited) I've been trying to figure out how to convert these to dae. And I still don't know how. I need help. Edited Sunday at 16:11 by benisen11 Quote Link to comment Share on other sites More sharing options...
Stan` Posted Sunday at 20:22 Report Share Posted Sunday at 20:22 Long story short you can but it's too complicated. One thing you can is either get the development version of download the daes from Github, Gitlab or Trac if you just need a file. Quote Link to comment Share on other sites More sharing options...
benisen11 Posted Monday at 13:52 Report Share Posted Monday at 13:52 I came up with early simple "diverging" Plan. I think it should work and I'll be also slowly introducing people to 13th century mod to expand team (I thankfully know many people) I don't want to rush it and wait for Wackyserious to respond. In mean time I'll be slowly making different armor pieces , shields and weapons. Quote Link to comment Share on other sites More sharing options...
benisen11 Posted Monday at 15:19 Report Share Posted Monday at 15:19 (edited) although I wanted to make a bigger post of meshes. I came into a problem. I need textures.. (you can see stretched texture from older helmet on new one). Please tell me if you know any open texture websites or straight from Wackyserious. Am also open to feedback and tips 'n tricks Edited Monday at 15:20 by benisen11 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted Monday at 18:05 Report Share Posted Monday at 18:05 4 hours ago, benisen11 said: Hmm, I wonder who the "Britons" are in this example. The Welsh? English/Scots/Irish sound good enough. I wouldn't use "English" as their base culture though, as the Irish would have something to say about that. (lol) Quote Link to comment Share on other sites More sharing options...
benisen11 Posted Monday at 18:09 Report Share Posted Monday at 18:09 (edited) 6 minutes ago, wowgetoffyourcellphone said: I meant it in way that Norman England comes before them and when that's done then there will be new british isles factions. That's def on me, I should have made it more clear. Also Yea Welsh. Don't worry am not calling irish.. english That would surely not end up well. Edited Monday at 18:11 by benisen11 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted Monday at 18:12 Report Share Posted Monday at 18:12 Just now, benisen11 said: I meant in in way that Norman England comes before them and that's done then there will be new british isles factions. Also Yea Welsh. Don't worry am not calling irish.. english That would surely not end up well. Gotta remember the time period of the mod though. By the middle of the 13th century, the Norman conquest was already 200 years past. The English homeland was consolidating nicely by the 13th. Assuming the mod is a "snapshot" of the 13th century and not a "through the ages" mod. 1 Quote Link to comment Share on other sites More sharing options...
benisen11 Posted Monday at 18:17 Report Share Posted Monday at 18:17 (edited) True. We wouldn't want vikings in 13th.. Actually nevermind there are "vikings" and they are in baltics. Jokes aside I meant it as more of English aesthetic. And I won't lie I live in east europe and I haven't checked english history in long time that means my knowledge is quite rusty so this will be good time to fix it. Edited Monday at 18:21 by benisen11 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted Monday at 18:53 Report Share Posted Monday at 18:53 (edited) 5 hours ago, benisen11 said: I came up with early simple "diverging" Plan. I think it should work and I'll be also slowly introducing people to 13th century mod to expand team (I thankfully know many people) I don't want to rush it and wait for Wackyserious to respond. In mean time I'll be slowly making different armor pieces , shields and weapons. Spain is basically Castile, Leon, Aragon, Navarre and Portugal. Edited Monday at 18:54 by Lion.Kanzen 1 Quote Link to comment Share on other sites More sharing options...
benisen11 Posted Monday at 18:59 Report Share Posted Monday at 18:59 (edited) 10 minutes ago, Lion.Kanzen said: Spain is basically Castile, Leon, Aragon, Navarre and Portugal. Aye. I'd actually love to work on spanish units. Am up for catalan , aragorn 13th century references Edited Monday at 19:06 by benisen11 Quote Link to comment Share on other sites More sharing options...
benisen11 Posted Tuesday at 16:11 Report Share Posted Tuesday at 16:11 (edited) Am working on walls, gate, towers and I need textures, maybe few tips and refrence pictures. Also could it be possible for tower, wall to shoot 2 types of projectiles ? Arrows and stones. Edited Tuesday at 16:13 by benisen11 Quote Link to comment Share on other sites More sharing options...
Stan` Posted yesterday at 07:09 Report Share Posted yesterday at 07:09 14 hours ago, benisen11 said: Am working on walls, gate, towers and I need textures, maybe few tips and refrence pictures. For textures you should ideally use the civilization's texture set. What kind of tips. 14 hours ago, benisen11 said: Also could it be possible for tower, wall to shoot 2 types of projectiles ? Arrows and stones. It depends what would be the trigger ? But in general its a bit too complicated to do 1 Quote Link to comment Share on other sites More sharing options...
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