View Poll Results: How do you rate that idea - do you like such principle?

Voters
421. You may not vote on this poll
  • Hey, good idea, i like the possibility for all to contribute to the mod

    340 80.76%
  • Whoot? MasterBigAb go away, step by side, let the King speak !!!

    23 5.46%
  • Cool a poll, I have no opinion about this but i really liek to vote on polls...

    58 13.78%
Page 2 of 35 FirstFirst 12345678910111227 ... LastLast
Results 21 to 40 of 697

Thread: "Custom Settlement: modells and objects" - collection point

  1. #21
    Dazo's Avatar Biarchus
    Join Date
    Oct 2008
    Location
    France
    Posts
    641

    Default Re: "Custom Settlement: modells and objects" - collection point

    Quote Originally Posted by lordcooper View Post
    Okay, that's all cool.

    Any idea of what polycount we should be aiming for in the average building?
    And do the meshes have to be manifold (closed) or does the M2TW engine accept open meshes?
    Hello lordcooper ^^ ,

    - To give you an idea, some examples from the starter kit KK gave with IWTE:
    Huge wall (one block of wall): 340 polygons
    Gatehouse (2 towers + gate): 2970 polygons
    One common building/house: 648 polygons
    One city quarter (common house complex): 8315 polygons
    - Those are from M2TW Kingdoms and I remember KK said vanilla common buildings (not main ones like walls and gates) had a lot of "unecessary" damage levels so it's probably a high count for houses/houses complexes.

    +
    REP Blackomur89.

  2. #22
    Ozzmosis's Avatar Domesticus
    Join Date
    Oct 2009
    Location
    London
    Posts
    2,015

    Default Re: "Custom Settlement: modells and objects" - collection point

    It would be awesome if we had a lower poly count in TATW's new settlements, I guess that would stop the lag in sieges when I look at the cities. It would be a whole new lease of life for players with lower end machines.
    Lower polys for buildings would mean less lag, right?

  3. #23
    paradamed's Avatar Praepositus
    Join Date
    Jun 2006
    Location
    Brasília, Brasil
    Posts
    5,806

    Default Re: "Custom Settlement: modells and objects" - collection point

    Quote Originally Posted by Dazo View Post
    Spoiler Alert, click show to read: 

    Need some rework polishing but well :

    Spoiler Alert, click show to read: 


    +
    I think your object looks good. Maybe the model itself doesnt even need improvements, maybe only with textures you can acquire what you are aiming at.

  4. #24
    MasterBigAb's Avatar Valar Morghulis
    Content Emeritus

    Join Date
    May 2009
    Location
    Vaes Dothrak
    Posts
    10,771

    Default Re: "Custom Settlement: modells and objects" - collection point

    I agree it looks good already and doesn't need changes

  5. #25
    Calis's Avatar Laetus
    Join Date
    Jan 2011
    Location
    Germany
    Posts
    7

    Default Re: "Custom Settlement: modells and objects" - collection point

    Good idea...

    ...I havn´t modeled and work with 3Dsoftware for some years but maybe I can help with textures. If I get the mesures...
    Maybe it´s possible. I worked in the past in a game development studio....times of low poly and little textures...

    But I doesn´t made something for M2TW jet.

    I enjoyed this mod very much and maybe I can give a little bit back...

    PS: I used the Dwarven Statue for a little test. I hope it´s ok.
    Last edited by Calis; January 06, 2011 at 04:48 PM. Reason: attachment

  6. #26
    Dazo's Avatar Biarchus
    Join Date
    Oct 2008
    Location
    France
    Posts
    641

    Default Re: "Custom Settlement: modells and objects" - collection point

    @ Ozzmosis: KK said the building he made had less damage block/levels so common buildings should have less poly, I guess.

    @ paradamed & MBA: thanks, actually the reworking is about merging groups, hunting unneeded polygons (2131 atm) and trying some weapon/tool combinations (mace, spear, various axes, mattock...) with slightly different details (helmet/clothes) ^^ .

    @ Calis: of course it's ok nice rock texture, it give the "old" feeling.

    Model stats:
    Spoiler Alert, click show to read: 
    Last edited by Dazo; January 06, 2011 at 06:17 PM.
    REP Blackomur89.

  7. #27

    Default Re: "Custom Settlement: modells and objects" - collection point

    Quote Originally Posted by MasterBigAb View Post
    Milkshake ?!


    silly MasterBigAb
    Spoiler Alert, click show to read: 
    Quote Originally Posted by King Kong
    Hey moonflower, just wanted to say that your descriptions are indeed the best, so I will use all of them, of course. Regards

  8. #28

    Default Re: "Custom Settlement: modells and objects" - collection point

    I have a question, now I know that you can make your own buildings in MTW2 will it also be possible to make some of them grassionable?
    Before you start saying 'impossible through the game engine or something like that' you should have a loot at "Dominiom of the Sword" (MTW2, it stand in their goals to make buildings grassionable) and Napoleontic Wars (? RTW, where they made some grassionable buildings)

  9. #29
    Yarrum's Avatar Ducenarius
    Join Date
    Nov 2008
    Location
    America
    Posts
    913

    Default Re: "Custom Settlement: modells and objects" - collection point

    Not sure if it's possible, but if you say so... Just so you know, 'grassionable' isn't a word, at least in English. The word you're looking for is 'garrisionable', though I'm pretty sure that's not technically a word either.

    That statue looks really good.

  10. #30
    MasterBigAb's Avatar Valar Morghulis
    Content Emeritus

    Join Date
    May 2009
    Location
    Vaes Dothrak
    Posts
    10,771

    Default Re: "Custom Settlement: modells and objects" - collection point

    Quote Originally Posted by Moonflower View Post


    silly MasterBigAb

    bsssst - yes apollogizzzeesss, i do only know much about milkshakes (it's a typo, sry even if you don't believe me )

    @Calis: Sweet looks great with such a texture

  11. #31
    Dazo's Avatar Biarchus
    Join Date
    Oct 2008
    Location
    France
    Posts
    641

    Default Re: "Custom Settlement: modells and objects" - collection point

    "Milkshake" because you shake your screen when models don't work .

    Here lies Balin, son of Fundin, Lord of Moria:

    Spoiler Alert, click show to read: 



    Runes add a lot of polygons (from 62 without them to 1412 with the full set ) so written textures are better but they can be of use here and there.

    +
    Last edited by Dazo; January 07, 2011 at 11:33 AM.
    REP Blackomur89.

  12. #32
    MasterBigAb's Avatar Valar Morghulis
    Content Emeritus

    Join Date
    May 2009
    Location
    Vaes Dothrak
    Posts
    10,771

    Default Re: "Custom Settlement: modells and objects" - collection point

    Quote Originally Posted by Dazo View Post
    "Milkshake" because you shake your screen when models don't work .

    Here lies Balin, son of Fundin, Lord of Moria:

    Spoiler Alert, click show to read: 



    Runes add a lot of polygons (from 62 without them to 1412 with the full set ) so written textures are better but they can be of use here and there.

    +
    I just hope something liek that isn't already implented ^^

  13. #33
    Calis's Avatar Laetus
    Join Date
    Jan 2011
    Location
    Germany
    Posts
    7

    Default Re: "Custom Settlement: modells and objects" - collection point

    @Dazo: think it´s not really necessary to model all the runes because a dwarven sarcophagus isn´t very big. The player will not realize it... I think a texture with maybe a bumpmap (corrected ) will fit also.
    Last edited by Calis; January 11, 2011 at 01:36 AM.

  14. #34

    Default Re: "Custom Settlement: modells and objects" - collection point

    I would totally have a dwarven last stand around the tomb...city center me thinks

    also Master BA should you get all the pics from say the carn dum thread and any others and post them here in OP, or just wait for leo to post here?

  15. #35
    Dazo's Avatar Biarchus
    Join Date
    Oct 2008
    Location
    France
    Posts
    641

    Default Re: "Custom Settlement: modells and objects" - collection point

    Quote Originally Posted by MasterBigAb View Post
    I just hope something liek that isn't already implented ^^
    If it's already implemented, I'll just be happy .

    Quote Originally Posted by Calis View Post
    @Dazo: think it´s not really necessary to model all the runes because a dwarven sarcophagus isn´t very big. The player will not realize it... I think a texture with maybe a bulpmap will fit also.
    You're right, but I just had to try it and see . And what is a bulpmap ? (many things I don't know yet)

    @ Incan: maybe we'll have the same problem as for Minas Tirith's fountain: not in the square to save place.
    Last edited by Dazo; January 07, 2011 at 01:48 PM.
    REP Blackomur89.

  16. #36
    MasterBigAb's Avatar Valar Morghulis
    Content Emeritus

    Join Date
    May 2009
    Location
    Vaes Dothrak
    Posts
    10,771

    Default Re: "Custom Settlement: modells and objects" - collection point

    Quote Originally Posted by Incan View Post
    I would totally have a dwarven last stand around the tomb...city center me thinks

    also Master BA should you get all the pics from say the carn dum thread and any others and post them here in OP, or just wait for leo to post here?
    Yeah i will update the first page once somemore work has been posted here... no worries

  17. #37

    Default Re: "Custom Settlement: modells and objects" - collection point

    yay haha

  18. #38

    Default Re: "Custom Settlement: modells and objects" - collection point

    Today I have tried using milkshape for the first time and this is my first building ever:
    Spoiler Alert, click show to read: 

    It's supposed to be a Gondorian building (yeah i know the textures suck)





  19. #39
    Louis Lux's Avatar Into the Light
    Patrician

    Join Date
    Aug 2008
    Location
    London
    Posts
    4,708

    Default Re: "Custom Settlement: modells and objects" - collection point

    Quote Originally Posted by Dazo View Post
    You're right, but I just had to try it and see . And what is a bulpmap ? (many things I don't know yet)

    @ Incan: maybe we'll have the same problem as for Minas Tirith's fountain: not in the square to save place.
    I think he means bump map (normal map). Normal maps don't make such a bump, for that you would need a displacement map which is not available for med2.

    The sarcophagus would be a great detail since Moria looks kind of empty at the moment.

  20. #40
    TheGeat's Avatar Miles
    Join Date
    Jan 2010
    Location
    Västra Götaland
    Posts
    305

    Default Re: "Custom Settlement: modells and objects" - collection point

    Nice thread, this might be very usefull I found a article on google with a guy who's made a model för Barad-Dur and it looks sweet. Don't know what software he's working with or if he has anny experiance with MTW2 modding but i figured it was worth mentioning. Meaby he's kind enough to share his work

    http://forums.stardock.com/363168

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •