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Thread: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

  1. #61
    Douchebag's Avatar Vicarius
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    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    Quote Originally Posted by Lord_Calidor View Post
    Guys, in this mod Templars as an Order are not represented by just a handful of units. I know that previously, synonim for Templars were the Templar Knights unit. Well, let's just say that a picture has dramatically changed. Knights (as in nobility) within Templar faction are represented by multiple units, not just by KT's & DKT's.
    This means that a) you don't need to wait 100 turns to "play with Templar Knights", as there are other Templar units recruitable prior to that milestone, and b) Templars of a both noble and common origin have many types of helmets, including greathelms, pot helms, cone helms etc... On average, every unit has 3 types of helmets per model (meaning, 3 per armour upgrade).
    Exactly!!!!

    Anyway, is there anyway you can convince Miraj to implement this mod to BC?

  2. #62

    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    No, this is for Steel only. What can I say, I'm a metalhead.

    Author of the ---== Knights Templar Mod ==---
    Creator of the ---== Lord Calidor's Weapon Pack 1 ==---
    Member of the ---== Dominion of the Sword ==--- and ---== C.B.U.R.P ==---

  3. #63
    TemplarLord's Avatar Ordinarius
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    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    And I'm glad you are

  4. #64

    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    I love the Templar idea and love the additional units, I was wondering if there is a version of the MOD which will be done without the RR mod. I understand history and all, but after a couple of turns the timeline is gone, plus I have waiting 100 turns to have some good units. To me it is really fun to build a stack with really good unit combinations VH/VH and see how many invasions you can repulse. Anyway, I have not tried the mod but the models looks great and I cannot wait to try (without RR...no disrespect meant...just not my cup of tea.)

  5. #65

    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    when this mod is combined with battle for the baltic my stainless steel dreams will come true.

  6. #66
    TheColdTruth's Avatar Ordinarius
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    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    Awesome job Lord Calidor!

    +rep FOR YOU!



  7. #67

    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    Agreed, beautiful units +rep

    EDIT: damn, have to spread some rep around first

  8. #68

    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    Thnx guys, praise is always welcomed and well received.

    Here's a short teaser for next release: Arbalesters!
    (they'll be the strongest Templar ranged unit, however they become available fairly late - end of 14th century. They are formed from western mercenaries and men-at-arms on the Templar Grandmaster's payroll)

    Using their deadly tools of trade, outlawed by pope. Who cares?!?


    Proving that they can prove their worth not only in ranged combat. Yep, those are falchions in their hands.

    Author of the ---== Knights Templar Mod ==---
    Creator of the ---== Lord Calidor's Weapon Pack 1 ==---
    Member of the ---== Dominion of the Sword ==--- and ---== C.B.U.R.P ==---

  9. #69
    Barser's Avatar Senator
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    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    Lord_calidor: thats pretty awesome. Your really good at making weapons. Just as well ss needs some new weapons in the game. They all look to much the same.

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  10. #70

    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    lol i just beat the game with KT an i just got dismounted knights of st lazerus xD

    Remember Constantinople
    mr bush how can u put people in jail for smoking weed when you smoke weed. that makes you a hypocrite. bush says do you like hand jobs. the guy says hell yea. bush says do you like giving hand jobs. the guy says no. bush says well then your a fing hypocrite to!!!.

  11. #71
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    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    Quote Originally Posted by Lord_Calidor View Post

    Using their deadly tools of trade, outlawed by pope. Who cares?!?

    Knights Templar just got excommed.

  12. #72
    Firebat11's Avatar Semisalis
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    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    Quote Originally Posted by Lord_Calidor View Post
    Thnx guys, praise is always welcomed and well received.

    Here's a short teaser for next release: Arbalesters!
    (they'll be the strongest Templar ranged unit, however they become available fairly late - end of 14th century. They are formed from western mercenaries and men-at-arms on the Templar Grandmaster's payroll)

    Using their deadly tools of trade, outlawed by pope. Who cares?!?


    Proving that they can prove their worth not only in ranged combat. Yep, those are falchions in their hands.

    They were only outlawed against Christians. Pope never mentioned anything about using them against Muslims or Pagans!!


    Looks Great!
    Co-Creator of Battle for the Baltic Mod for SS 6.1

  13. #73
    Douchebag's Avatar Vicarius
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    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    ill give you a dollar if you convert this to ss 4.1 =)

  14. #74

    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    Guys, while I was working on new skins, I've noticed smth strange in the game's graphic engine.

    Look here http://www.twcenter.net/forums/showthread.php?t=181435 and tell me your thoughts.

    Author of the ---== Knights Templar Mod ==---
    Creator of the ---== Lord Calidor's Weapon Pack 1 ==---
    Member of the ---== Dominion of the Sword ==--- and ---== C.B.U.R.P ==---

  15. #75
    Werner von Urslingen's Avatar Civis
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    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    Great submod, and I'm especially looking forward to version 1.0!
    Has anyone made this mod work with Barsers Faction leaders and generals, yet?! :-)

  16. #76
    y2day's Avatar TWC STORE NOW OPEN!
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    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    Lord_Calidor, I will install this tonight, and get to work hopefully tomorrow. Because tonight the Templars shall begin thier quest of World domination.




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  17. #77
    kelvintyk's Avatar Primicerius
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    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    Quote Originally Posted by Lord_Calidor View Post
    Guys, while I was working on new skins, I've noticed smth strange in the game's graphic engine.

    Look here http://www.twcenter.net/forums/showthread.php?t=181435 and tell me your thoughts.
    Hey i think it can be controlled in battle models.

    e.g

    58 unit_models/_Units/SS_Templars/SS_Solomons_Guard_lod0.mesh 200
    58 unit_models/_Units/SS_Templars/SS_Solomons_Guard_lod1.mesh 1225
    58 unit_models/_Units/SS_Templars/SS_Solomons_Guard_lod3.mesh 6400

    The numbers 200, 1225 and 6400 may be involved.
    Baird: "Hey! Stop shooting it, you're pissing it off!"

    Cole: "You're telling me what not to shoot in here? Look at this ****!"
    _____________
    Carmine: "Landown? I heard there's a ****load of grubs down there..."

    Marcus: "More like 10 ****loads"
    _____________
    Dom: "Marcus, ya ever seen them feed on imulsion?"

    Marcus: "Hmph, they can eat **** and die for all I care..."

  18. #78

    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    Quote Originally Posted by kelvintyk View Post
    Hey i think it can be controlled in battle models.

    e.g

    58 unit_models/_Units/SS_Templars/SS_Solomons_Guard_lod0.mesh 200
    58 unit_models/_Units/SS_Templars/SS_Solomons_Guard_lod1.mesh 1225
    58 unit_models/_Units/SS_Templars/SS_Solomons_Guard_lod3.mesh 6400

    The numbers 200, 1225 and 6400 may be involved.
    At first, this came to my mind also, but on further inspection & research, those numbers control which 3D model to use, not the texture. Next line under those (the long one) controls which texture file to use, and it's the same for all the lod's.

    It has to do with mipmapping. If you have PS, open some converted texture (in dds format) and choose to load mipmaps, then you'll see what I mean. The second texture on the right, the 512x512 one, is used even for the extreme close up, and practically we never see the largest, sharpest and coolest texture. I feel like all my work is wasted, since I payed attention to many details, and now it doesn't show.

    Author of the ---== Knights Templar Mod ==---
    Creator of the ---== Lord Calidor's Weapon Pack 1 ==---
    Member of the ---== Dominion of the Sword ==--- and ---== C.B.U.R.P ==---

  19. #79
    kelvintyk's Avatar Primicerius
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    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    Quote Originally Posted by Lord_Calidor View Post
    At first, this came to my mind also, but on further inspection & research, those numbers control which 3D model to use, not the texture. Next line under those (the long one) controls which texture file to use, and it's the same for all the lod's.

    It has to do with mipmapping. If you have PS, open some converted texture (in dds format) and choose to load mipmaps, then you'll see what I mean. The second texture on the right, the 512x512 one, is used even for the extreme close up, and practically we never see the largest, sharpest and coolest texture. I feel like all my work is wasted, since I payed attention to many details, and now it doesn't show.
    If its a new model created from scratch, try refreshing textures in milkshape?
    Baird: "Hey! Stop shooting it, you're pissing it off!"

    Cole: "You're telling me what not to shoot in here? Look at this ****!"
    _____________
    Carmine: "Landown? I heard there's a ****load of grubs down there..."

    Marcus: "More like 10 ****loads"
    _____________
    Dom: "Marcus, ya ever seen them feed on imulsion?"

    Marcus: "Hmph, they can eat **** and die for all I care..."

  20. #80

    Default Re: RELEASED: ---= Knights Templar Minimod =--- v0.5 beta

    Anyone playing this anymore? I'd love to see some feedback, suggestions etc.

    Author of the ---== Knights Templar Mod ==---
    Creator of the ---== Lord Calidor's Weapon Pack 1 ==---
    Member of the ---== Dominion of the Sword ==--- and ---== C.B.U.R.P ==---

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