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.
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.
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.
MACEDONIA ETERNAL GREEK KINGDOM
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.
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.
MACEDONIA ETERNAL GREEK KINGDOM
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
After a days work its finally ready
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.
MACEDONIA ETERNAL GREEK KINGDOM
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.
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.
@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.
Double Post
Thanks as usual gary
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
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
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.
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.
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:
Gunner gloss_map (Flikitos)
Spoiler Alert, click show to read:
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?
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?
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)
MACEDONIA ETERNAL GREEK KINGDOM