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  1. Thread: Hello to all. :)

    by tone
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    Re: Hello to all. :)

    As Apple says... Come and say hi on discord. It's just as easy as the forum here.
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    Re: [Preview] The reworked Getae and Dacians

    Late to the party I know but could you add the Roma Surrectum 2 team to the credit list please? The shields in the nobles are from RS2 Dacians.
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    Re: New RTWR 2.0.2 Patch Notes

    Yes, it's a massive update for modders and players. Loads of new functionality that Feral have added in response to requests from various modders as well as proper implementation of things that...
  4. Thread: Teaser Images

    by tone
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    Sticky: Re: Teaser Images

    Sounds like you've got some experience of working with PBR textures. If that's the case then it could be really helpful to have you involved.
  5. Thread: Teaser Images

    by tone
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    Sticky: Re: Teaser Images

    Though the bodies of the models are lower poly, many of the weapons, helmets and shields are similar poly count, so many of these elements will be retained in any model upgrades.
    In terms of texture...
  6. Re: Former Rome Total Realism and Roma Surrectum members, post here!

    Good to see you again. Sounds great. Have you joined the discord server?
  7. Thread: Teaser Images

    by tone
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    4,488

    Sticky: Re: Teaser Images

    All RS2 - we're adding one or two models for the launch as well but they're not yet upgrades in terms of unit model polygon numbers.
    We upgraded most units when we did RS2 ten years ago, but the...
  8. Re: Former Rome Total Realism and Roma Surrectum members, post here!

    Hi I'm Tone,
    I got involved in Roma Surrectum fairly early on in its history and did some minor unit graphic changes in RS1, working with DVK901, its founder. I was heavily involved in the...
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    Re: Roma Surrectum Remastered?

    So we're working hard with the RTR team to bring a campaign to you soon with some direct porting over of RS2 models and textures.
    The first version should include named and numbered legions, city...
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    Re: Roma Surrectum Remastered?

    Great to hear from you again, rory and sithlord. If you're interested in helping out come and check out the discord channel here: https://discord.gg/H6k9w3ca
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    Re: Roma Surrectum Remastered?

    Discord is really easy even for older people like me. I'll send an invite
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    Re: Roma Surrectum Remastered?

    At work getting units into Remastered. Joining forces with RTR to deliver a new mod or series of mods just as soon as we can.
    Check the preview below.
    This is simply a port of one of the Roman...
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    Re: Rome Total Realism Remastered!

    Yes some of us oldies are back doing things again and hopefully bringing the best bits of RS2/3 and RTR together
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    Re: Roma Surrectum Remastered?

    Pinged you a message to join the Discord channel
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    Re: Roma Surrectum Remastered?

    Just to confirm that a number of the RS team are actively collaborating with the RTR team to look at modding the new engine
  16. Re: Anyone interested in forming a new mod-porting team for Rome Remastered?

    Makes a load of sense and can use a load of shared resources.
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    Re: Roma Surrectum Remastered?

    Means that modding should be not that different from the original engine, so it'll make porting easier. Onwards from M2TW, modding became a lot more complex.


    Blender is a free 3D modelling tool....
  18. Thread: Reshade in RTW

    by tone
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    Re: Reshade in RTW

    @sharkeyyyy - Remastered got me thinking about RSIII, plus I had some time off last week to play for the first time in a while. I just got curious about how much further we could push the graphics on...
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    Re: Roma Surrectum Remastered?

    Worth looking at the Remastered Answers channel on Discord here: #answers-collection (discord.com)

    Specifically some answers of interest:
  20. Thread: Reshade in RTW

    by tone
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    5
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    1,616

    Reshade in RTW

    Hi everyone, so I've found a way to get Reshade to work with RTW
    This allows the use of:

    Depth of field
    Ambient occlusion
    Ray tracing
    Bloom
    HDR
    AA
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    Re: Roma Surrectum Remastered?

    Kind words, but of course you created the original vision, the amazing framework, stirred us on to keep going.

    You'll be pleased to hear that I still have all the original GIMP layered files for...
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    Re: RSIII, Second Rebellion Trigger ?

    Good question! I did most of the script modding for the original RS2 release 9 years ago and I've forgotten what that 100 does... I'm presuming it means 100%. However, it then takes a couple of years...
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    Re: Roma Surrectum Remastered?

    In the meantime, before any decent mods appear, I've just this week managed to get all of the lovely shader goodness of Reshade working with the Rome total war engine, include proper depth of field,...
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    Re: AI (enemy)Units Not Acting Cohesively

    I'm aware that a lot of work was done on the EDU by someone else after we released 2.5. With the original version I ended up automating quite a lot of the EDU production using Excel functions which...
  25. Re: Anyone interested in forming a new mod-porting team for Rome Remastered?

    Happy for any of my stuff to be used. I'm sure that will apply to any of the graphics, map elements, unit stats. Also very happy to upload all the original uncompressed graphics files as well as...
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    Re: Roma Surrectum Remastered?

    Would love to see a team take this on, but ultimately this is DVK's decision as it's his baby. You'll need to find someone to do the 3D modelling to create some of the unique Roma Surrectum units.
    ...
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    Re: Roma Surrectum Remastered?

    Yes, DVK hasn't been active for a while and I've not done any modding since 2012. I think I've still got most of the old textures I created in GIMP, or else TGA files that either Leif Erikson, Pacco...
  28. Re: Failure to find Texture: "data/models_unit/textures/tone/pandotaipoi_phalangites_macedon.tga" CTD

    Just had the same issue myself about a week back.
    Go to data/models_unit/textures/tone/Sparta/ and copy and paste the pandotapoi_phalangites_sparta.tga.dds texture and rename the copy...
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    Sticky: Re: RS2.6\RSIII questions & answers

    Me too. Haven't heard from him recently
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    Sticky: Re: RS2.6\RSIII questions & answers

    Ranges were increased by whoever redid some of the stats
    You can change these in the EDU file (export_descr_units.txt) in the /data folder of whichever campaign's subfolder for each of the archer...
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    Re: High Quality Vegetation

    Yes, some of the RS2 poly counts were a bit high!
    Keen not to lose the beech and birch trees though.
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    Sticky: Re: Active Testers Check-in thread

    Sounds great!
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    Re: Just to let you know.....

    Thanks for the message. Great to know that some people are still enjoying the experience
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    Sticky: Re: RSIII pictures and postive comments....

    It's actually RS2 vegetation in M2TW
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    Sticky: Re: RS2.6\RSIII questions & answers

    DVK...bear in mind that we put some population replacement into the script every time a unit is recruited for the AI because we were still getting population stripping despite all of this.
  36. Thread: Screenshots

    by tone
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    Sticky: Re: Screenshots

    I'm hoping that you'll get to finish translating the RS2 vegetation to M2TW. Really pleased with how it looks here.
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    Sticky: Re: RSIII pictures and postive comments....

    Vegetation looking good in M2TW. I like the way the bark has come out in that first pic
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    Re: Strategy against Dacia

    Oh yes, definitely a special place for them. They were after all some of the factions that gave the Romans the hardest time... plus also some great archaeological material....as well as being towards...
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    Re: RS II: Post your pictures here!

    Yes, a little too blurry...needs a little tweaking of the Depth of Field filter to improve the foreground off axis focussing...no time at the moment to do this due to work.

    The shots were I think...
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    Re: RS II: Post your pictures here!

    Some more shots using the same shaders
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