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Thread: Real Moors Project [RMP] v2.0 (last update: 06/01/2010)

  1. #1
    HbHadast's Avatar Civis
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    Default Real Moors Project [RMP] v2.0 (last update: 06/01/2010)


    v2.0

    UNITS:
    - Historically accurate banners & flags
    - Units colors reskinned (Orange replaced with Red/Black/Blue/Brown, colors of Almohads)




    STRATEGY MAP:
    - Unique color in the mini-map (Brown)
    - Strategy map models colors reskinned (Colors of Almohads)




    TEXT:
    - Modding names for all Almohad characters (adding/removing/replacing) in both Imperial and Historical Campaign (now: 200+ names, 150+ surnames, 30+ female names)
    - Family tree names changed to fit the historical family tree of the Almohads, family name changed to: Ibn Abd Al-Mu'min
    - Name of the Faction, adjectives, titles etc. corrected
    - New campaign description




    CHANGE LOG:
    v1.0:
    - New historically accurate banners & flags
    - Units colors reskinned (Orange replaced with Red/Black/Blue/Brown, colors of the Almohads)
    - Unique color in the mini-map

    v1.5:
    - Modding names for Almohads (adding/removing/replacing) in both Imperial and Historical Campaign (now: 200+ names, 150+ surnames, 30+ female names)
    - Family tree names changed to fit the historical family tree of the Almohads, family name changed to: Ibn Abd Al-Mu'min
    - Adding an installer for an easier installation


    v2.0
    - Strategy map models colors reskinned (Colors of Almohads)
    - Name of the Faction, adjectives, titles etc. corrected
    - New campaign description
    - Fixed compatibility issues with other mini-mods (Mainly Taiji's BB & Shadrach/Tokus symbol set)


    RECOMMENDED MINI-MODS:
    Complete Symbol Set by Shadrach & Tokus



    DOWNLOAD



    Installation notes:
    - Run the installer
    - Choose the folder where you installed the game.
    - Enjoy!
    Last edited by HbHadast; January 06, 2010 at 02:45 PM.

  2. #2
    HbHadast's Avatar Civis
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    Default Re: Real Moors Project [RMP] v1.0

    Some Screenshots:
    Spoiler Alert, click show to read: 






    Last edited by HbHadast; January 06, 2010 at 02:04 PM.

  3. #3
    Overlord.ru's Avatar Centenarius
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    Default Re: Real Moors Project [RMP] v1.0

    At last some1 took care of arabian units. Looks perfect. Good job!

  4. #4
    Shadrach's Avatar Miles
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    Default Re: Real Moors Project [RMP] v1.0

    Great job! Maybe the colors of battle banners are a bit too bright, would be even better if toned down and "dirtied" up a bit to go with other DLV banners?

    The Danes, I swear, with their half arsed attempts at a 'war'. You gotta give it to 'em, they just dont stop trying. Listen, I've fought the Timurids, ever heard of them? Elephants with cannons on their backs. Yea, Timurids. You guys are like kids on tricycles compared to them. -REZ

  5. #5

    Default Re: Real Moors Project [RMP] v1.0

    Great work! +rep Sir

    -- Tokus

  6. #6

    Default Re: Real Moors Project [RMP] v1.0

    Great work! May be you'll redone some units? It will be fantastic.

  7. #7

    Default Re: Real Moors Project [RMP] v1.0

    Bravo

  8. #8
    cedric37's Avatar Why Not ?!
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    Default Re: Real Moors Project [RMP] v1.0

    Oohh nice!
    Yes that 's true most muslim factions would need some enhancement; so that is a very very good start!
    Great work!
    Patronized by y2day/Patron of KDK, Swagger & Navajo Joe, of the Imperial House of Hader



  9. #9
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    Default Re: Real Moors Project [RMP] v1.0

    HbHadast, excellent work, a huge improvement, well done +rep

  10. #10
    HbHadast's Avatar Civis
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    Default Re: Real Moors Project [RMP] v1.0

    Thanks everyone, I'm glad you like my work.

    Quote Originally Posted by Shadrach
    Maybe the colors of battle banners are a bit too bright, would be even better if toned down and "dirtied" up a bit to go with other DLV banners?
    I saw that coming.

    Well... I thought about it and I ensure you that I've already made a big change to the initial color. Just look at the Almohad flag on wikipedia:
    http://upload.wikimedia.org/wikipedi...ad_Dynasty.svg


    On the other hand, I didn't get what you exactly mean with 'dirtying up'... You're talking about the colors? (Probably too whitish?)... Won't Crimson Tide's patch fix that up throughout the battle?

    So would you please develop a little bit, Shadrach? I don't have problems changing anything, I still have all the .psd files.

    What about you, guys? Do you think that I should make changes to the colors tone?

    Here is some pictures from a battle against another red faction, England:
    Spoiler Alert, click show to read: 




    PS: I won that battle on VH

    Quote Originally Posted by kela
    May be you'll redone some units?
    I'm sorry kela, but I don't have the skills for that.

    However, as I already mentioned, I started modding names for Almohads. There will be soon things like:
    Abd Al-Aziz Ibn Tumart
    Abu Zayd Ibn Abi Rushd
    ... Arab stuff

  11. #11
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    Default Re: Real Moors Project [RMP] v1.0

    Checking them out in the field I see no problem with over bright textures, they're fine to me.

    There are 3 problems though.

    1, The unit sprites are orange, it means a very rough transition from sprite to model which is therefore very noticeable.

    2, The unit cards look great but they need updating for these new skins.

    Problem number 3 is a tricky problem, BC have allowed use of some of their units by the community. So we could be looking at replacing the moorish roster. I haven't looked at this yet, I don't even know if they have a decent north african representative but it's an issue. Maybe you could check out BC and see if they have a moorish looking units to add to your project...

    Although your stuff is already looking pretty awesome, those andalusian spearmen in particular have caught my fancy... the stripes in the cloak look excellent amongst other things
    Last edited by Taiji; December 30, 2009 at 06:27 AM.

  12. #12
    HbHadast's Avatar Civis
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    Default Re: Real Moors Project [RMP] v1.0

    Quote Originally Posted by Taiji
    1, The unit sprites are orange, it means a very rough transition from sprite to model which is therefore very noticeable.
    I figured out where the problem is. I'll take care of it in the next version.

    Quote Originally Posted by Taiji
    2, The unit cards look great but they need updating for these new skins.
    Agis Tournas will fix that up

    Quote Originally Posted by Taiji
    3 is a tricky problem, BC have allowed use of some of their units by the community. So we could be looking at replacing the moorish roster. I haven't looked at this yet, I don't even know if they have a decent north african representative but it's an issue. Maybe you could check out BC and see if they have a moorish looking units to add to your project...
    It will be inaccurate to use Middle Eastern units for a North African faction... Units used to be different so I won't be changing anything for the time being.
    Last edited by HbHadast; December 31, 2009 at 06:53 PM.

  13. #13
    HbHadast's Avatar Civis
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    Default Re: Real Moors Project [RMP] v1.0

    I finished my work with the names but unfortunately the game wouldn't work now. I don't know what's wrong with what I did.

    Can anyone, with experience in names modding, help me?

    Here are the new files:
    http://www.filefront.com/15262171/RMP-names.rar/


    More Details:
    Spoiler Alert, click show to read: 

    This is where I've put the files:
    in data:
    descr_names.txt
    descr_names_lookup.txt

    in text:
    names.txt.bin

    in imerial campaign
    descr_strat.txt
    in historical campaign
    descr_strat.txt

    I checked the files with the name verifier and had no problem. (0 error / 0 warning)

  14. #14
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    Default Re: Real Moors Project [RMP] v1.0

    OK, I have virtually no experience in this area but I would expect names.txt to accompany names.txt.bin in the text file. I think the 2 files need to match. To edit them I just edit names.txt and then delete the bin file to let m2tw rebuild it automatically.

    edit:

    I suppose I should ask if the log says anything...
    Last edited by Taiji; December 31, 2009 at 07:10 PM.

  15. #15
    HbHadast's Avatar Civis
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    Default Re: Real Moors Project [RMP] v1.0

    I'm aware about that detail. I tried doing that but it didn't work. It just kicks me back to the main menu whenever I wanna start a new campaign.

    Damn, I wish it worked. I've made a great list of names!

  16. #16
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    Default Re: Real Moors Project [RMP] v1.0

    Back to the main menu... I suspect descr_strat calling a nonexistant name perhaps...

    If it (the hypothetical missing name) was in the campaign script I'd expect it to load up the campaign all messed up... but then I've not messed with names...
    Last edited by Taiji; December 31, 2009 at 08:06 PM.

  17. #17
    HbHadast's Avatar Civis
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    Default Re: Real Moors Project [RMP] v1.0

    All problems fixed! Check out the new version in the first post.

  18. #18

    Default Re: Real Moors Project [RMP] v1.0

    Quote Originally Posted by HbHadast View Post
    All problems fixed! Check out the new version in the first post.
    Applause for your hard work, efforts & dedication to bring us this, will try it later.

    Quick question, what was the problem & how did you fix it? I'm curious.

    Thanks in advance

  19. #19
    HbHadast's Avatar Civis
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    Default Re: Real Moors Project [RMP] v1.0

    Well, I made a lot of coding mistakes because I wanted to do all the job at once (I have had to check every small change I made). It was my first experience modding names. So basically, It was coding mistakes in some files but also names who weren't matching in the desc_strat.

    Later on, I had another problem with the rebel generals having no name... I figured out that rebels have sub-factions so I changed names of "Moorish" rebel generals to match with the new revised list.

    Anyway, everything is in place now and both campaigns work like a charm with real Almohad names, banners, colors etc...

  20. #20
    HbHadast's Avatar Civis
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    Default Re: Real Moors Project [RMP] v1.5 (last update: 01/01/2010)

    I'm testing the v2.0 of the Mod and everything seems to be working fine for now.

    In this version, I focused mainly on the textual aspect: name of the faction, adjectives, descriptions, titles... Details maybe but they're important for the purists. I've also fixed some compatibility problems with other Mods (mainly Taiji's BB & Shadrach/Tokus' Symbol Set) so from now you can use RMP with no worries. It adds but doesn't remove.

    However I need your help with something. Can anyone tell me where the strategy map characters' files are? (.tga files). Normally, they should be in models_strat but I can't find them anywhere.

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