I will hopefully upload, either today or tomorrow, the pdf file about the mod. The pdf document includes how we will manage our workflows, the basic aspects and changes that we are looking at involving within the first beta and a small look into the the future of the modification.
Oh and i need some input from you guys for a good name :p
Last edited by I-Alexander-I; March 26, 2011 at 06:10 AM.
nice concept, but too... over-ambitious considering the engine limitation of RTW (that can't use dual processors or memory bigger than 2Gb), I suggest you to use M2TW engine if you want high-definition skins and models (since I know a RTW mod with unrealistically big skins and "extremely high-definition" models that ultimately suck and very2 slow, even when the very same desktop plays Napoleon in the highest settings without lag, better set your standard on Roma Surrectum2, they are pretty detailed and having professional qualities, but still capable to run without much problems in even older machines)
Last edited by Spike; March 26, 2011 at 12:26 PM.
Annokerate Koriospera Yuinete Kuliansa
One way to improve performance is to use LOD models, most modellers dont seem to be doing this anymore (mainly because it instantly triples or quadruples your workload).
I agree that very large texture files are a bit silly, 512x512 in my opinion is big enough. You also must remember that when file is saved as a dds with mip maps, the mip maps act as LOD textures, so the texture you see on screen may not be the largest it may be just a smaller mip map.
I would be interested to know how big the cas file for the hoplite is... but with some optimisation and LOD models I think that it will run ok. As for changing the platform the sticky wicket with M2TW is the buildings. I dont know of any mod that has sorted that out not even EB2. If the mod is in a classical time frame I can understand any mod leader sticking to RTW.
The model looks great (I'm slightly concerned that the spear will fall out of that open hand ) and good luck with the mod I wish you well
Not to worry about texture sizes either, Obviously the textures i create are of very high resolution, and sometimes consist of several files, however once a unit has been created to 'cinematic' quality, we will then convert it into an ingame model, using a texture size of 512x512. The reason we can do this is because with the RTW engine the units are so small that ingame they loose alot of the texture quality, so having high res textures are not always the best, however like I say each model will be created to a high standard so it can be used for the unit cards, videos etc. And the spear issue will be addressed, I just created it that way for easier uv mapping :p
Last edited by I-Alexander-I; March 26, 2011 at 03:13 PM.
http://www.twcenter.net/forums/forumdisplay.php?f=1398 try that mod Aristeia the models and textures are highly detailed and maybe they already know the limitations of RTW engine regarding models