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Thread: Completely new and revised remodelled Preussens gloria (V1.2) 27/5/2012

  1. #641
    ACMilan88's Avatar Semisalis
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    Default Re: Completely new and revised remodelled Preussens gloria (V.1) 17/3/2012

    Quote Originally Posted by wangrin View Post
    To complete the SYW Prussian unit roster, it need :
    • Bosniaken (light cavalry, armed with lance)
    • Garrison troops
    • Frei-Infanterie / Freikorps
      • Fusiliers
      • Jägers
      • Hussars
    • Land Militia

    I think the hardest model to create here is the Bosniaken.

    Regarding bosniaken there might be units from Ottoman Realism mod that could be used as a base?

  2. #642
    wangrin's Avatar Unguibus et Rostro
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    Default Re: Completely new and revised remodelled Preussens gloria (V.1) 17/3/2012

    Some parts from Ottoman models could be used for, but the model itself will need a lot of modifications.
    I will maybe work on it later.


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  3. #643

    Default Re: Completely new and revised remodelled Preussens gloria (V.1) 17/3/2012

    Quote Originally Posted by Megasalexandros View Post
    Hmm, yes i have been thinking about it but it was not in my priorities , if you have seen previous posts i was thinking in creating the Early Prussians so as to help Wangrin with the creation of early period of Imperial splendour, within my plans for Preussens gloria update was the icons that are incorrect the horse saddle cloths to be historically accurate(i have already finished with it) and some stat twicking , not Frei-korps and Jagers but i had already 3 requests for them including your own, so i'll see what i can do in a future update i will probably include some of them.
    As for the logo, iam not so good with textures eventhough i have created some units and their textures, so i will probably need some help by a skilled individual for a logo

    Thats the final(i have added a shoulder belt now) model of the Prussian General based upon von Schwerin
    Menzel i need especially your opinion , what do you think about it?
    I am sorry for my late reply.
    Your model of general is already looking great. By "shoulder belt", do you mean the orange sash?
    Although you have modelled it on von Schwerin, I think it can also be used for other generals.
    The portrait of von Schwerin you posted also shows him in the uniform of his 24th Regiment.
    I am now onto 4th Regiment. I was able to find a photo of a real front plate of the grenadier cap, and inserted it. The result was better than with the 3rd.
    For the officer, I only changed the Ringkragen. I changed only the diffuse map, but I think it was good enough.

  4. #644
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    Default Re: Completely new and revised remodelled Preussens gloria (V.1) 17/3/2012

    Exquisite JOB!!!
    Iam so impressed with your texturing, you might want to make the waistcoat a bit less shiny though(you should drop the brightness) that is areal problem with empire cause if you want to make a specific light colour you must also think about the shininess in game ,when you de brighten the colour it also changes hue and thats were you will have to draw the line between accuracy and shininess.






    A surprise, it was relatively easy to be made, dont pay attention to the head texture it is still fredericks , iam going to change it but i really dont know were to find a photograph from a good point of view that could look like schwerin ,or a coloured close up painting of Schwerin which iam yet to find ...
    Thats the only thing left to do for the General, his face texture


    Edit : Dont worry about the reply time, i understand that you might be busy at some point

    Edit 2


    The general unit is finished, i was lucky enough to find a painting of Schwerin in great resolution

    There was a major drawback due to a stupidity that i did, but i have again made the general unit.

    (i have added the general unit in game but i got error for an unidentified reason ,ill try to fix it)
    Last edited by Megasalexandros; March 26, 2012 at 07:41 AM.
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  5. #645

    Default Re: Completely new and revised remodelled Preussens gloria (V.1) 17/3/2012

    I am sorry I could not help you with von Schwerin in time, but it seems you didn’t need my help. Your general does very much look like von Schwerin. It maybe too late, but this is the tassel for the officers’ coat of the 24th Regiment.
    Spoiler Alert, click show to read: 

    About the shining waistcoat, I am working on it, or more accurately, I am still experimenting on it.
    As I told you before, though you did not quite believe, this shininess of the texture IS influenced by the normal map. However, it is very difficult to get the right effect. Even if I get the right matt white under sunshine, it could get unnatural in shadows. Maybe the surface of the normal map has something to do with it too. It maybe a combination of the shades on the normal map and the colour on the diffuse map.
    I show you what I mean.



    Both units are Saxon soldiers from Sponge mod, same model, textures are similar, but I have changed the shade in the normal map.

    I am trying to find how to better handle the normal map, because that should enable us to improve the shininess of light colour and also to make the surface of texture more fabric-like and get natural wrinkles. We are lucky that Prussians are mostly in dark blue and we do not see the details anyway, so we do not need to worry about it too much.

    I am not sure if I should bring up yet another new theme, but do you know if we could change the colour of the carriage (Lafette) of the cannons?
    You know it should be painted blue for Prussians. If we could do that, I would like to change the colour of the Saxon cannons too, because I have taken so many photos of cannons from 1730s in Königstein Fortress near Dresden few months ago.

  6. #646
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    Default Re: Completely new and revised remodelled Preussens gloria (V.1) 17/3/2012

    Blue cannons, hmm, Wangrin made some french blue cannons for his mod but they are French cannons , but you could implement them in PG,i havent done that before but probably that will not be an "official" implementation, it will just be for home use

    I'll try to come back with a working general and his escort (hopefully)


    I cant add the General unit, it enters into the game, but is crashes to desktop when i enter the custom battle and choose Prussia...
    I have no idea why it does that, i have named the Bodyguard of the unit "Prussian_escort" could it be the name "Prussian", i have absolutely no clue why it crashes


    EDIT i found the reason for the first crash , but it seems that iam moving at a pace, a step at a time, now iam having a while loading crash, INFURIATING!
    Last edited by Megasalexandros; March 26, 2012 at 11:06 AM.
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  7. #647
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    Default Re: Completely new and revised remodelled Preussens gloria (V.1) 17/3/2012

    It is possible to give a specifics textures to artillery.
    Instead to use the default path (enginemodels\textures), you have to create a folder (for instance prussia) and use the new path (for instance enginemodels\textures\prussia in warscape_animated and warscape_rigid tables).

    You can use artillery models from NPI if you want, they are free to use as all models I've created.


    If you have descriptions, pictures or plan for prussian artillery from early to late XVIIIth century, I'm interested in as I have only few interesting documents about.
    I will not create carriage and gun barrels immediately but I hope to be able to do ot when I.S will work on Prussian and Austrian.

    Of course, I have to finish Gribeauval and "6 calibres de France" artillery pieces first


    About textures, it's not only the normal map that influence "shininess", the gloss map is very important too :

    Gloss maps have several color channels, they are used as follows:
    red = specular sharpness, how spread out the highlight is, metal should have a narrow / low / dark value, plastic or shiny wood a higher value.
    green = specular level, how shiny the highlight is, higher is brighter. Metal should have a high value, shiny plastic less, matte (bark, cotton) should be black on the green channel.
    blue = cloth dirt mask, gets combined with info from the game about dirtiness for the specified model and the default dirty map (color and alpha), the higher, the dirtier it can get.
    alpha = faction color strength, more alpha means the faction color gets more priority over the diffuse color.

    [Tutorial] Gloss maps explained
    Last edited by wangrin; March 26, 2012 at 12:00 PM.


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  8. #648
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    Default Re: Completely new and revised remodelled Preussens gloria (V.1) 17/3/2012




    After a days work its finally ready
    Quote Originally Posted by wangrin View Post
    It is possible to give a specifics textures to artillery.
    Instead to use the default path (enginemodels\textures), you have to create a folder (for instance prussia) and use the new path (for instance enginemodels\textures\prussia in warscape_animated and warscape_rigid tables).

    You can use artillery models from NPI if you want, they are free to use as all models I've created.


    If you have descriptions, pictures or plan for prussian artillery from early to late XVIIIth century, I'm interested in as I have only few interesting documents about.
    I will not create carriage and gun barrels immediately but I hope to be able to do ot when I.S will work on Prussian and Austrian.

    Of course, I have to finish Gribeauval and "6 calibres de France" artillery pieces first


    About textures, it's not only the normal map that influence "shininess", the gloss map is very important too :

    Thanks Wangrin, i know that you would allowed it if i asked you
    Edit, you are planning Prussian guns?
    Thats wonderfull, iam really looking forward to what you are going to come up with!



    A request, if anyone from those who are using Preussens gloria are having more crashes than frequent i would like that reported
    Thanks
    Last edited by Megasalexandros; March 27, 2012 at 05:44 AM.
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  9. #649
    gary's Avatar Domesticus
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    Default Re: Completely new and revised remodelled Preussens gloria (V.1) 17/3/2012

    Quote Originally Posted by Megasalexandros View Post



    After a days work its finally ready



    Thanks Wangrin, i know that you would allowed it if i asked you



    A request, if anyone from those who are using Preussens gloria are having more crashes than frequent i would like that reported
    Thanks

    fantastic work mate.
    My Granfather Frederick Avery.Battalion Boxing champion. Regiment.The Kings Own Yorkshire Light Infantry. dorcorated D.C.M. M.M.
    campaigns

    (India.1930) (Norway 1940) (Fontenay le Pesnil) (North-West Europe1944-45) (Argoub Se!lah)
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    "Burma, 1942"
    My grandfather was a hero, modest, quiet and wounded twice, in hand to hand combat at Casino Italy.

  10. #650

    Default Re: Completely new and revised remodelled Preussens gloria (V.1) 17/3/2012

    Quote Originally Posted by wangrin View Post
    About textures, it's not only the normal map that influence "shininess", the gloss map is very important too :
    Hello Wangrin,
    but I’ve read all that in the tutorial, but could you kindly tell us how we could control the shininess of fabric parts, like the waistcoat, by the gloss map?

    Megasalexandros,
    I see you chose Generaladjutant, and officer from the 15th Regiment as your general’s escort, judging from the tassels. The tassels for the latter model are reversed, by the way.

    Few details on the general:
    The tassel (and the red line) on the sleeve is reversed, as all your officers and men from infantry regiments. The buttons should be brass, but it’s difficult to tell from this picture. They look silver, but maybe they are just shining.
    I forgot to tell you before that the star of the Order of the Black Eagle was always embroidered at that time, and the metal one came out only from 1810. It’s not clear with your general, but the King’s star was too metallic.

  11. #651
    satyrus's Avatar Civis
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    Default Re: Completely new and revised remodelled Preussens gloria (V.1) 17/3/2012

    @Megasalexandros great Mod. You wrote you play it with DMUC, is this with or without the Darth Units from Prussia? Because with your Mod the units for Prussia are too much and i want play only with your mod insteed with Darths.

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    Default Re: Completely new and revised remodelled Preussens gloria (V.1) 17/3/2012

    Double Post

  13. #653
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    Default Re: Completely new and revised remodelled Preussens gloria (V.1) 17/3/2012

    Quote Originally Posted by gary View Post
    fantastic work mate.
    Thanks as usual gary
    Quote Originally Posted by A_Menzel View Post
    Hello Wangrin,
    but I’ve read all that in the tutorial, but could you kindly tell us how we could control the shininess of fabric parts, like the waistcoat, by the gloss map?

    Megasalexandros,
    I see you chose Generaladjutant, and officer from the 15th Regiment as your general’s escort, judging from the tassels. The tassels for the latter model are reversed, by the way.

    Few details on the general:
    The tassel (and the red line) on the sleeve is reversed, as all your officers and men from infantry regiments. The buttons should be brass, but it’s difficult to tell from this picture. They look silver, but maybe they are just shining.
    I forgot to tell you before that the star of the Order of the Black Eagle was always embroidered at that time, and the metal one came out only from 1810. It’s not clear with your general, but the King’s star was too metallic.
    I have created the textures according to a picture that you've send me ,flugel and general adjutant as , i have made it and lost it completely yesterday and then re made it, the only thing that i intend to fix right now is the model from the generals escort cause firstly the game doesnt seem to use the 2 different textures for the hat , and the cuffs are changing randomly so i will make both cuffs and hat as part of the body, you can fix the texture if you want when i upload the updated version , and the eagle badge to the general is not metalic, the badge on Frederick looks metallic because i have stupidly added green on the gloss file for the badge, if you erase it with blue , it will be fixed

    And as for the arguilletes , they are both white cause i was too fed up yesterday after hours and hours of misfortunes to add an extra arguilete model
    Quote Originally Posted by satyrus View Post
    @Megasalexandros great Mod. You wrote you play it with DMUC, is this with or without the Darth Units from Prussia? Because with your Mod the units for Prussia are too much and i want play only with your mod insteed with Darths.
    The thing i did to disable the Prussian units of darth in order to use only mine was to go to the Darths core file and delelete the Gaza table to exclusive_factiosn_permission
    Last edited by Megasalexandros; March 27, 2012 at 05:05 AM.
    MACEDONIA ETERNAL GREEK KINGDOM

  14. #654

    Default Re: Completely new and revised remodelled Preussens gloria (V.1) 17/3/2012

    I don't know if this was asked already,
    but did every single person in the Prussian army wear a wig?
    Quote Originally Posted by wyrda78 View Post
    Well maybe if there was a thread instructing people on how to mod there would be more modders.

  15. #655
    gary's Avatar Domesticus
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    Default Re: Completely new and revised remodelled Preussens gloria (V.1) 17/3/2012

    Quote Originally Posted by Ritterbruder44 View Post
    I don't know if this was asked already,
    but did every single person in the Prussian army wear a wig?
    only the officers and nco's wore wigs... i think the rest powered there hair and wore it as seen... wigs were expensive so only the officers class could afford to do this.. i know this is true in the British army of 18th century so my guess is that it is also the same in the Prussian army.
    My Granfather Frederick Avery.Battalion Boxing champion. Regiment.The Kings Own Yorkshire Light Infantry. dorcorated D.C.M. M.M.
    campaigns

    (India.1930) (Norway 1940) (Fontenay le Pesnil) (North-West Europe1944-45) (Argoub Se!lah)
    (Sicily, 1943 Salerno) (Minturno) (Anzio Gemmano Ridge)
    "Burma, 1942"
    My grandfather was a hero, modest, quiet and wounded twice, in hand to hand combat at Casino Italy.

  16. #656
    ACMilan88's Avatar Semisalis
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    Default Re: Completely new and revised remodelled Preussens gloria (V.1) 17/3/2012

    Quote Originally Posted by A_Menzel View Post
    Hello Wangrin,
    but I’ve read all that in the tutorial, but could you kindly tell us how we could control the shininess of fabric parts, like the waistcoat, by the gloss map?
    You can also use the contrast/brightness tool in photoshop. When making white textures you have to make some grey elements on the texture in photoshop, otherwise they will melt your eyes. Experiment and try your texture in-game and then go back and adjust it by adding more grey or simply darkening it with contrast/brightness tool.

    I also think you can use black colour in the gloss map to reduce shininess. Green make things shiny.
    Hope this helps
    Last edited by ACMilan88; March 27, 2012 at 01:04 PM.

  17. #657
    wangrin's Avatar Unguibus et Rostro
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    Default Re: Completely new and revised remodelled Preussens gloria (V.1) 17/3/2012

    Quote Originally Posted by A_Menzel View Post
    Hello Wangrin,
    but I’ve read all that in the tutorial, but could you kindly tell us how we could control the shininess of fabric parts, like the waistcoat, by the gloss map?
    Red and green channels from the gloss_map control how light will be spread and reflect.
    If your waistcoat green channel is very dark, it will not reflect light or very slightly, it will appears as a matte materials.
    Moreover, you can play with the red channel to avoid any "plastic" effect, probaly using a mid range gray value.

    For instance, here are 2 units gloss_map : officer and gunner from Royal-Artillerie (NPI)

    Officer gloss map (myself) :
    Spoiler Alert, click show to read: 
    RED CHANNEL : specular sharpness


    GREEN CHANNEL : specular level


    BLUE CHANNEL : dirt


    DIFFUSE TEXTURE :


    Gunner gloss_map (Flikitos)
    Spoiler Alert, click show to read: 
    RED CHANNEL :


    GREEN CHANNEL :


    BLUE CHANNEL : Dirt


    DIFFUSE TEXTURE :
    Last edited by wangrin; March 27, 2012 at 03:06 PM.


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  18. #658

    Default Re: Completely new and revised remodelled Preussens gloria (V.1) 17/3/2012

    Quote Originally Posted by wangrin View Post
    Red and green channels from the gloss_map control how light will be spread and reflect.
    If your waistcoat green channel is very dark, it will not reflect light or very slightly, it will appears as a matte materials.
    Moreover, you can play with the red channel to avoid any "plastic" effect, probaly using a mid range gray value.

    For instance, here are 2 units gloss_map : officer and gunner from Royal-Artillerie (NPI)

    Officer gloss map (myself) :
    Spoiler Alert, click show to read: 
    RED CHANNEL : specular sharpness


    GREEN CHANNEL : specular level


    BLUE CHANNEL : dirt


    DIFFUSE TEXTURE :


    Gunner gloss_map (Flikitos)
    Spoiler Alert, click show to read: 
    RED CHANNEL :


    GREEN CHANNEL :


    BLUE CHANNEL : Dirt


    DIFFUSE TEXTURE :
    Thanks Wrangrin for your explanations,
    Naturally I always left the Green channel black for fabric parts. I have never done much with the Red channel, so I gave it a try, but it did nothing to the fabric part.
    I also thank you for your offer of the artillery. I might later try to do something with it. I did not know the French also had blue carriage.

    So I had to resort to the simplest way, just darkened the diffuse map, and also implanted some textures from vanilla textures. Now the waistcoat looks a bit more natural, I think. Doesn't look too bad from behind, does it?


  19. #659

    Default Re: Completely new and revised remodelled Preussens gloria (V.1) 17/3/2012

    Quote Originally Posted by Megasalexandros View Post
    You dont have to worry about that ,it is really easy
    Just dowload the Pack file manager from the tools section, open Preussens gloria with it, choose unit_stats_land_table there you will see the numbers of soldiers , both cavalry and infantry(beware in the cavalry section you will have to change the number of horses to be the same with the troopers)
    Just type the number you want for each unit, go to file, save, and thats it
    thanks Mega, was able to do it, had to use DB editor 1.8 though, easy enough.

    Units looks great, have never tried cavalry units yet, as I understand they will cause a crash?

    I'm thinking though, I rather have one line infantry. one elite line infantry, one grenadier and one elite grenadier type rather than all the different looking historical regiments. I've never cared for that in mods, but that is my opinion. Is there a way through these editor tools streamline your roster?

  20. #660
    Megasalexandros's Avatar Campidoctor
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    Default Re: Completely new and revised remodelled Preussens gloria (V.1) 17/3/2012

    The same way basicly, you will have to delete the through exclusive faction permissions the units you dont want, (iam not sure if it will cause a crash in vanilla, check it in custom battle it is really simple)
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