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Thread: *Jerusalem Rising* - A Submod for BC 2.3.2

  1. #81
    wudang_clown's Avatar Fire Is Inspirational
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    Default Re: *Jerusalem Rising* - A Submod for BC 2.3.2

    Quote Originally Posted by 0TheLastTemplar0 View Post
    I edited the models in milkshape to fit my specific needs, then I created brand new textures for them.
    Would you create few different breeds for BC?

    Under the patronage of m_1512

  2. #82

    Default Re: *Jerusalem Rising* - A Submod for BC 2.3.2

    I'll be happy to help, PM me the details of your requirements.

  3. #83
    Aragorn1963's Avatar Biarchus
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    Default Re: *Jerusalem Rising* - A Submod for BC 2.3.2

    Quote Originally Posted by Aragorn1963 View Post
    I haven't, but my wife has. She is from Afghanistan. First thing she said was that this area was conquered by Genghis Khan. Looks like a ruin right out of LOTR.
    Ahaa! That must have inspired them! The ruines they show in Hobbit 2 are practically the same as Shahr-e Gholghola.

    http://www.awardscircuit.com/2013/06...te-featurette/
    Last edited by Aragorn1963; October 24, 2013 at 06:14 AM.

  4. #84
    Aragorn1963's Avatar Biarchus
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    Default Re: *Jerusalem Rising* - A Submod for BC 2.3.2

    Any progress, Templar? Again no pressure, just curious.

  5. #85
    lodewijk's Avatar Civis
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    Default Re: *Jerusalem Rising* - A Submod for BC 2.3.2

    this promising submod is so long to release, why?? T_T

  6. #86
    Aragorn1963's Avatar Biarchus
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    Default Re: *Jerusalem Rising* - A Submod for BC 2.3.2

    Quote Originally Posted by lodewijk View Post
    this promising submod is so long to release, why?? T_T
    Templar is almost done, but real life has it's own idea about our spare time. And it isn't long overdue, the estimated date was 10th October, so that is still quite recent. I didn't ask my question because of impatience, but rather to temp Templar to give us another of those gorgeous screenshots. ;-D

  7. #87
    lodewijk's Avatar Civis
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    Default Re: *Jerusalem Rising* - A Submod for BC 2.3.2

    Quote Originally Posted by k/t View Post
    "when in the west many did not even know what a bath was"

    That's a gross misconception.
    true or wrong, depend and according to....

  8. #88
    Aragorn1963's Avatar Biarchus
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    Default Re: *Jerusalem Rising* - A Submod for BC 2.3.2

    Any progress yet, Templar? A short message would be welcome.

  9. #89
    lodewijk's Avatar Civis
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    Default Re: *Jerusalem Rising* - A Submod for BC 2.3.2

    Quote Originally Posted by Aragorn1963 View Post
    Any progress yet, Templar? A short message would be welcome.
    it seems he is a real one of the last templar, his gone............

  10. #90
    Aragorn1963's Avatar Biarchus
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    Default Re: *Jerusalem Rising* - A Submod for BC 2.3.2

    Quote Originally Posted by lodewijk View Post
    it seems he is a real one of the last templar, his gone............
    I doubt that, Lodewijk. I'm sure there is a good reason. I will be back when Templar turns up again.

  11. #91

    Default Re: *Jerusalem Rising* - A Submod for BC 2.3.2

    Sorry for the wait guys, I have been developing some more new horses. Bare with me. Will have screens soon.

  12. #92
    lodewijk's Avatar Civis
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    Default Re: *Jerusalem Rising* - A Submod for BC 2.3.2

    Quote Originally Posted by 0TheLastTemplar0 View Post
    Sorry for the wait guys, I have been developing some more new horses. Bare with me. Will have screens soon.
    allright then glad to see you still there, keep your job templar

  13. #93
    Aragorn1963's Avatar Biarchus
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    Default Re: *Jerusalem Rising* - A Submod for BC 2.3.2

    Quote Originally Posted by lodewijk View Post
    allright then glad to see you still there, keep your job templar
    Indeed, take your time, Templar. We aren't going anywhere.

  14. #94
    Aragorn1963's Avatar Biarchus
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    Default Re: *Jerusalem Rising* - A Submod for BC 2.3.2

    Quote Originally Posted by Aragorn1963 View Post
    Indeed, take your time, Templar. We aren't going anywhere.
    But you could throw us a bone, Templar.

  15. #95
    Aragorn1963's Avatar Biarchus
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    Default Re: *Jerusalem Rising* - A Submod for BC 2.3.2

    Quote Originally Posted by 0TheLastTemplar0 View Post
    Sorry for the wait guys, I have been developing some more new horses. Bare with me. Will have screens soon.
    Doesn't seem that way. So are you working on horses now and is Jerusalem Rising still going to happen? You don't owe us any answer of course, but it would be nice to stay informed. We are looking forward to this mod, you know. An update would be highly appreciated.

  16. #96

    Default Re: *Jerusalem Rising* - A Submod for BC 2.3.2

    Hi guys, sorry for being MIA for so long. Gearing up for a release now. I am pleased with everything so far; the new horses and modifications that I've been working on in the last few weeks look splendid. Here are some screens of everything that will be in the first release.

    Templar Brothers:





    Early Templar Knights:









    Templar Knights:









    Templar Veterans:







    Chaplains:

    Last edited by 0TheLastTemplar0; December 26, 2013 at 12:24 AM.

  17. #97

    Default Re: *Jerusalem Rising* - A Submod for BC 2.3.2

    Hope you guys like the new horses. Took me awhile to do them. Again credit goes to the Rusichi team for creating the models and textures, which I modified and adapted for this mod. All the other units have been improved or edited in some way since my last post. Notice new equipment and accessories, the most easy thing to spot would be that Early Templar Knights have been made to look more shall I say "archaic" to further differentiate them from later Templars. Look at the Chaplains too, they have been made to look more historically accurate, those guys will accompany all Templar infantry into battle. Also check out the detail on shields, they are scarred and more weathered. I am thinking of adding more officers, standard-bearers et al for infantry and cav units in later releases.

    I am currently compiling the mod. It should be ready to go in a few days time. I am working on this between work and family commitments, so sorry for the long wait. But months of hard work has finally paid off. Merry Christmas and Happy Holidays guys.
    Last edited by 0TheLastTemplar0; December 26, 2013 at 12:28 AM.

  18. #98
    Aragorn1963's Avatar Biarchus
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    Default Re: *Jerusalem Rising* - A Submod for BC 2.3.2

    As always very impressed with your work, Templar. Thanks for the update. Those horses are magnificent and so is the rest of your work. Those templars look like they have been fighting for days and days. Well done. Nice touch with the Chaplains too.

    I'm looking forward to the release and I can't wait to go back to the Holy Land. Merry Christmas and happy holidays to you too.

  19. #99

    Default Re: *Jerusalem Rising* - A Submod for BC 2.3.2

    Well Done, so once its released and you get any possbile bugs fixed what do you have planned for the future?

  20. #100

    Default Re: *Jerusalem Rising* - A Submod for BC 2.3.2

    Thanks Aragorn! I also got your message, no need to privately play test. This first release is like an alpha release anyways. Today is a day off for me, happy new years btw! I am working hard right now to compile the mod and package it into an installer. Will try to have it posted by tonight if possible.

    @b257 well, with the first release the mod itself will be 1/3 completed overall. The second release I aim to work on the Hospitallers and Teutonic knights. The last release will allow me to deal with the rest of Jerusalem's units. I estimate the next two shouldn't take as long as this first one to release because I can just rehash material like infantry models and horses that I made for the first one, so a lot of the work is already completed. After Jerusalem is "revamped" I am open to doing more factions, I even will contribute to the BC team....they are interested in some of my horses.

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