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Thread: [OSP] [WIP Release 0.8.5] New Units for Gondor REBORN work thread (1st post image heavy)

  1. #1361

    Default Re: [WIP Release 0.8.1] New Units for Gondor REBORN work thread (1st post image heavy)

    No idea what you are talking about. My gondorian archers do not have shields, at all. Also banner carrier is a separate model.

  2. #1362
    Dutch-Balrog's Avatar Domesticus
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    Default Re: [WIP Release 0.8.1] New Units for Gondor REBORN work thread (1st post image heavy)

    He meant the ones in MOS + Director's Cut, which has changed some of your units just a small tiny bit.

  3. #1363

    Default Re: [WIP Release 0.8.1] New Units for Gondor REBORN work thread (1st post image heavy)

    Well in such case such issues should be reported in their threads. As far as my work goes everything works correctly.

  4. #1364

    Default Re: [WIP Release 0.8.1] New Units for Gondor REBORN work thread (1st post image heavy)

    hey taro i have a question, why some archers get their arrows from their hips and others from their back? exist a way to easily change that animation?(by coding I mean)
    Cause i've seen your archers units and some of them get them from their back and others from their hips, the weird thing is that mostly the archers with the quiver in their back get theirs arrows from their hips and the archers with the quiver in their hip get their arrows from their back.

    Only dol amroth marines get their arrows from their quiver, if there's a way to change(by coding) that i would like to do that

    ----------

    Oh! Almost forgot I added voice to ur units so that way there will be more sound in a gondorian battlefied (I used vanilla gondor voices and generic english voices for units) So now when you select Dol amroth marines they will shout "Marines!" (From pelargir marines voice) and Archers (From generic english archer voice), and similar for all the other units
    Those who fear the darkness have never seen what the light can do...

  5. #1365

    Default Re: [WIP Release 0.8.1] New Units for Gondor REBORN work thread (1st post image heavy)

    16 MTW2_Fast_Bowman

    ^this is the name of Dol Amroth Marines primary animation in BMDB

    27 MTW2_Fast_Longbowman_String

    ^and this is the one that Dol Amroth Archers use

    Just check with units uses animation you want and you can replace animation line for primary weapon.

    BTW: I still have voices extracted from Battle for Middle-earth laying somewhere.

  6. #1366

    Default Re: [WIP Release 0.8.1] New Units for Gondor REBORN work thread (1st post image heavy)

    Great, I'll check that out and see if i can fix it (But as a question, Does this animation affect the performance in battle the unit?)

    I use vanilla 3.2 voices cause they were already on the mod, that way the download won't be so long

    --------------------

    After a short test i can say that the animation affects A LOT, fast_bowman make archers fire way faster than Fast_Longbowman which makes even if the second unit has more ranged damage, the first unit will kill more enemies cause they fire faster
    Last edited by Benox; January 04, 2013 at 10:54 PM.
    Those who fear the darkness have never seen what the light can do...

  7. #1367

    Default Re: [WIP Release 0.8.1] New Units for Gondor REBORN work thread (1st post image heavy)

    Campaign release for vanilla 3.2 is done

    Check it here http://www.twcenter.net/forums/showthread.php?t=520509
    Those who fear the darkness have never seen what the light can do...

  8. #1368
    Araval's Avatar Protector Domesticus
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    Default Re: [WIP Release 0.8.1] New Units for Gondor REBORN work thread (1st post image heavy)

    So, any progress?

  9. #1369

    Default Re: [WIP Release 0.8.1] New Units for Gondor REBORN work thread (1st post image heavy)

    Ok guys I decided to take YET ANOTHER shot on Boromir. I think this is my best Boromir till now, he even looks a bit like he should .

    Spoiler Alert, click show to read: 







  10. #1370
    Dutch-Balrog's Avatar Domesticus
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    Default Re: [WIP Release 0.8.1] New Units for Gondor REBORN work thread (1st post image heavy)

    Looks indeed very good!

  11. #1371
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    Default Re: [WIP Release 0.8.1] New Units for Gondor REBORN work thread (1st post image heavy)

    Incredible. Just...incredible
    Under the patronage of Finlander. Once patron to someone, no longer.
    Content's well good, innit.


  12. #1372
    paradamed's Avatar Praepositus
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    Default Re: [WIP Release 0.8.1] New Units for Gondor REBORN work thread (1st post image heavy)

    Taro_M, the quality of the face is very good. It doesnt look like the lifeless plastic toy of last time. It still can be improved to look more like Sean Bean but it could be used as Boromir anytime, it is very impressive. If you check the bottom of the eyes of Boromir he has some ageing showing up which could be added to your texture to increase the resemblance.

  13. #1373

    Default Re: [WIP Release 0.8.1] New Units for Gondor REBORN work thread (1st post image heavy)

    Your face does look pretty good. From the front I was a little iffy, but when you see it in profile it looks much better.

    If I were you I would make the face a little thinner (or at least the cheeks) to give him a more gaunt appearance, I think this is the most important change because as a soldier on campaign, and a very fit man to boot, I would expect his face to be very lean rather than round. I might also make his hair a little redder or more dirty blond. Also perhaps make his skin a little more tan as well. But like others have said, it looks pretty close to Sean Bean already and is an excellent representation of just 'Boromir' himself, if you don't want to take into account Sean Bean's portrayal.
    Last edited by Revan The Great; January 13, 2013 at 01:07 PM.

  14. #1374

    Default Re: [WIP Release 0.8.1] New Units for Gondor REBORN work thread (1st post image heavy)

    Well, in my defense, the campaign starts when Big B is very young, so I guess we can let the younger and fuller face go, can we?

    Anyway, I do not plan to edit face as Im not exactly sure how to do that so I wont mess up everything. I had system reinstall and I dont have program I used before set up correctly. I will check out Blender in order to do something, but just to see if there are any cool tools for such thing, dont expect any changes.

    BTW: You really need to do some acrobatics to get this good view of general, so as long as Boromir's face looks somewhat similar then I say it's close enough.

    BTW: The funniest thing about your comments is the fact you didnt notice that I did NOT touch face at all, its the same as my last 2 or 3 attempts. I only changed the hair .
    Last edited by Taro_M; January 13, 2013 at 10:04 PM.

  15. #1375

    Default Re: [WIP Release 0.8.1] New Units for Gondor REBORN work thread (1st post image heavy)

    Ok guys I did some little adjustment to Boromir's face. Not much, just hue change to make it less orange and some brigthness change. Im happy with the result as now his face looks more natural IMHO.

    Spoiler Alert, click show to read: 






    However, the true thing I was testing is the new cloak model!
    Nikinoodles, the creator of Cloaks of Skyrim mod, has kindly allowed me to use his cloaks. I had to do some editing work as not everything was to my liking, but in the end the result is simply incredible. Compared to old cloaks, the new one looks much more natural and simply is much better. Im still testing it out, but I think it is safe to say it is only the matter of time before I redo all cloaks on my units.

    For now enjoy The Big B in his bitchin' new cape .

    Spoiler Alert, click show to read: 








    BTW: In actual game my model looks pretty close to movie Boromir.
    Last edited by Taro_M; January 14, 2013 at 04:57 AM.

  16. #1376
    Araval's Avatar Protector Domesticus
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    Default Re: [WIP Release 0.8.1] New Units for Gondor REBORN work thread (1st post image heavy)

    I like how he looks in profile and the cape looks good too

  17. #1377

    Default Re: [WIP Release 0.8.1] New Units for Gondor REBORN work thread (1st post image heavy)

    Thanks!

    BTW: I just learned how to do animated GIF's, check out my new avatar .

  18. #1378
    Kahvipannu's Avatar Bring me Solo & wookie
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    Default Re: [WIP Release 0.8.1] New Units for Gondor REBORN work thread (1st post image heavy)

    It's so shiny now, I'm going to need sunglasses to look at it

  19. #1379
    Araval's Avatar Protector Domesticus
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    Default Re: [WIP Release 0.8.1] New Units for Gondor REBORN work thread (1st post image heavy)

    Oh yeah, the Big B!

  20. #1380

    Default Re: [WIP Release 0.8.1] New Units for Gondor REBORN work thread (1st post image heavy)

    It's so shiny now, I'm going to need sunglasses to look at it
    That's how Big B rolls. That's how he gets all the ladies.

    Anyway, I have been thinking about buildings. You see Benox implemented my proposed change of Brothel building and turned it into the Pub for Gondor. I must say I dont feel bad about building it now . However there is still a "Pleasure Palace" left in game. I would like to get rid of it as well and I think I have a decent solution: add another building at start so the Coaching House will be highest building available, like this:

    ?>Pub>Inn>Tavern>Coaching House

    However Im not exactly sure what that first tier building could be. I thought it could be some simple building where common people socialise, a Meeting Hall? Common Building? Any Ideas?

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