# Thread: "De Bello Mundi" 240 B.C. - 117 C.E.

1. ## Re: "De Bello Mundi" 240 B.C. - 117 C.E.

indeed it is +rep

2. ## Re: "De Bello Mundi" 240 B.C. - 117 C.E.

purely amazing!!!

3. ## Re: "De Bello Mundi" 240 B.C. - 117 C.E.

So, now the Plaza and Deployment Line work and we can build a roman village (but without wall because id very complicated)

4. ## Re: "De Bello Mundi" 240 B.C. - 117 C.E.

God, the Med2 lighting system is so superior to RTW's that it's unbelievable. Buildings look stunning in this version.

5. ## Re: "De Bello Mundi" 240 B.C. - 117 C.E.

Very very very very very nice buildings there John!!! But orange of the rooftiles is too bright.. desaturate it a bit

6. ## Re: "De Bello Mundi" 240 B.C. - 117 C.E.

the light is a problem in the data conversion, because i calculate only normal (for shadows ) and i put all tangent and bitangent to [0.5 0.5 0.5] but i have the sorce code in maxScript, but isn't my preoccupation at the moment. Yes the orange isn't desaturated... but i don't know if is the light bug or something in calculation.
These models aren't definitively, is only utilized to test a lot of thing because there are a lot of data.

7. ## Re: "De Bello Mundi" 240 B.C. - 117 C.E.

You are incredible, johnwhile. Clap, clap, clap.

8. ## Re: "De Bello Mundi" 240 B.C. - 117 C.E.

Originally Posted by johnwhile
the light is a problem in the data conversion, because i calculate only normal (for shadows ) and i put all tangent and bitangent to [0.5 0.5 0.5] but i have the sorce code in maxScript, but isn't my preoccupation at the moment. Yes the orange isn't desaturated... but i don't know if is the light bug or something in calculation.
These models aren't definitively, is only utilized to test a lot of thing because there are a lot of data.
'aight. I would like to try placing some Roman buildings too but i do not know the procedure.. is there a tutorial ?

9. ## Re: "De Bello Mundi" 240 B.C. - 117 C.E.

the problem: everything is still under construction (i delete script from download section), i make a little tutorial:113 but i'm very busy and i never find time to complete, and i'm waiting wilddog because i need some information (of binary structure) but it's busy, too.
Now i put the last version in maxscript discussion:
118

10. ## Re: "De Bello Mundi" 240 B.C. - 117 C.E.

Btw, almost all preview images are deleted

11. ## Re: "De Bello Mundi" 240 B.C. - 117 C.E.

Originally Posted by Killerbee
Btw, almost all preview images are deleted
what images ? at comment #543 ?? no, i can see them ! i think is a temporary problem of server

12. ## Re: "De Bello Mundi" 240 B.C. - 117 C.E.

Originally Posted by johnwhile
what images ? at comment #543 ?? no, i can see them ! i think is a temporary problem of server
No at the first pages (page 1, 2, 3, ...)

13. ## Re: "De Bello Mundi" 240 B.C. - 117 C.E.

boh, i think they are deleted, but at 2008 are very old version.

14. ## Re: "De Bello Mundi" 240 B.C. - 117 C.E.

i love the "HIC SUNT LEONES" idea. this looks great

15. ## Re: "De Bello Mundi" 240 B.C. - 117 C.E.

Is this mod alive? If it is, does it has a downloadable beta?

16. ## Re: "De Bello Mundi" 240 B.C. - 117 C.E.

yes, Ryhamo is checking all units for the beta version of the mod... but i think the is going to die because there are no contributions or help by modding comunity...

17. ## Re: "De Bello Mundi" 240 B.C. - 117 C.E.

Wow!!! That is sooo cool!!! I hope you will release at least a downloadable beta. Maybe so it will gain new recruits in the modding team!!
Amazing work!

18. ## Re: "De Bello Mundi" 240 B.C. - 117 C.E.

Awesome!! The units look so detailed!

19. ## Re: "De Bello Mundi" 240 B.C. - 117 C.E.

Originally Posted by Alexandros I.
Awesome!! The units look so detailed!
the details are like the original medieval 2, if we had done detailed as EBII we would have never finished

I think the Beta release for Christmas

20. ## Re: "De Bello Mundi" 240 B.C. - 117 C.E.

Great video johnwhile

This modding thing is tough, unless someone would be willing to do the whole thing himself (if need be), it sometimes may not go to completion.