Oh mang, it feels like I'm filling in an essay. Doesn't matter though.
Have had experience in every area of modding (only did modelling for RTW though). The boxes below contain a few examples :
Skinning
Hang on, still need to get my hands on 1
Scripting
Code:
Script
Spoiler Alert, click show to read:
script
declare_counter choicer ; choicer = Choice Raider
declare_counter choicef ; choicef = Choice Farmer
declare_counter mission1
declare_counter mission1turn
declare_counter mission2turn 9
declare_counter mission2 1
declare_counter raid_building ; Raid Building;
;; ++++ Choice event ++++ ;;
monitor_event FactionTurnStart FactionIsLocal
and FactionType mongols
and not IsFactionAIControlled
historic_event choice true
terminate_monitor
end_monitor
; end
;; ++++ Choice raiding ++++ ;;
monitor_event EventCounter EventCounterType choice_accepted
and I_EventCounter choice_accepted = 1
set_counter choicer 1
set_event_counter choicer 1
spawn_army
faction mongols
character Ugedai, named character, age 29, x 289, y 166
traits LoyaltyStarter 1 , GoodCommander 2 , ReligionStarter 1
unit Mongol Bodyguard exp 6 armour 0 weapon_lvl 0
unit Mongol Infantry exp 1 armour 0 weapon_lvl 0
unit Mongol Infantry exp 2 armour 0 weapon_lvl 0
unit Mongol Infantry exp 1 armour 0 weapon_lvl 0
unit Mongol Foot Archers exp 0 armour 0 weapon_lvl 0
unit Mongol Foot Archers exp 0 armour 0 weapon_lvl 0
unit Mongol Foot Archers exp 0 armour 0 weapon_lvl 0
unit Mongol Foot Archers exp 0 armour 0 weapon_lvl 0
unit Mongol Heavy Archers exp 1 armour 0 weapon_lvl 0
unit Mongol Heavy Archers exp 1 armour 0 weapon_lvl 0
unit Mongol Heavy Archers exp 2 armour 0 weapon_lvl 0
unit Mongol Heavy Lancers exp 1 armour 0 weapon_lvl 0
unit Mongol Heavy Lancers exp 0 armour 0 weapon_lvl 0
unit Mongol Light Lancers exp 1 armour 0 weapon_lvl 0
unit Mongol Light Lancers exp 0 armour 0 weapon_lvl 0
end
;;; WHOLE LIST OF ARMIES I DELETED TO MAKE SURE I HAVE LESS THAN 300 LINES ;;
end
end_monitor
monitor_conditions I_CompareCounter choicer = 1
siege_settlement Grechin, Kazan, attack
terminate_monitor
end_monitor
monitor_event FactionTurnStart FactionIsLocal
and I_CompareCounter choicer = 1
historic_event choicer
terminate_monitor
end_monitor
;; Raid building ;;
monitor_event BuildingCompleted SettlementBuildingFinished = raid_building
set_counter raid_building 1
end_monitor
monitor_event FactionTurnStart FactionIsLocal
and I_CompareCounter raid_building = 1
create_unit Moscow, Mongol Horse Archers, num 1, exp 1, arm 0, wep 0
end_monitor
;; ++++ Choice Farming ++++ ;;
monitor_event EventCounter EventCounterType choice_declined
and I_EventCounter choice_declined = 1
create_unit Kazan, Mongol Infantry, num 3, exp 1, arm 0, wep 0
create_unit Kazan, Mongol Foot Archers, num 2, exp 1, arm 0, wep 0
set_counter choicef 1
spawn_army
faction mongols
character Abashan, named character, age 38, x 282, y 163
traits LoyaltyStarter 1 , GoodCommander 2 , ReligionStarter 1
unit Mongol Bodyguard exp 6 armour 0 weapon_lvl 0
unit Mongol Infantry exp 1 armour 0 weapon_lvl 0
unit Mongol Infantry exp 1 armour 0 weapon_lvl 0
unit Mongol Foot Archers exp 0 armour 0 weapon_lvl 0
end
spawn_army
faction mongols
character Temudhuk, named character, age 33, x 271, y 182
traits LoyaltyStarter 1 , GoodCommander 2 , ReligionStarter 1
unit Mongol Bodyguard exp 6 armour 0 weapon_lvl 0
unit Mongol Infantry exp 1 armour 0 weapon_lvl 0
unit Mongol Infantry exp 2 armour 0 weapon_lvl 0
unit Mongol Foot Archers exp 0 armour 0 weapon_lvl 0
end
terminate_monitor
end_monitor
monitor_conditions I_CompareCounter choicef = 1
siege_settlement Abashan, Bulgar, attack
siege_settlement Temudhuk, Bryansk, attack
terminate_monitor
end_monitor
monitor_event FactionTurnStart FactionIsLocal
and I_CompareCounter choicef = 1
historic_event choicef
set_event_counter choicef 1
terminate_monitor
end_monitor
monitor_event SettlementTurnStart SettlementName Kazan
and SettlementBuildingExists = farm_building
console_command add_money mongols, 500
end_monitor
; end
wait_monitors
end_script
Explanation
The script starts by letting the player make a choice if they're playing as Mongols. When they accept to be raiders, they get a lot of armies, and 1 settlement. They can also build a raid building that spawns 1 unit of Horse Archers in moscow every turn. Farmers start off with 2 settlements, but less armies. They can make a farm building that gives them 500 florins every turn .
Mini-Mods
Mongol InvasionVery small mod that allows the player to be Mongols, and some script add-ons
UI Art
Some UI Art I've been doing for Thermopylae. Will also be skinning for that mod, and making some other UI things
Mapping
Shots of a (fantasy) map I was making for a small mini-mod.(no release or so)
Last edited by Killerbee; January 16, 2010 at 02:34 AM.
I entered myself in the texture artist category, but perhaps I belong here even more. I started modding about half way through 2009. Since then, I've worked with TGC and DotS in a variety of capacities, but I'm best known for my units:
Sumskilz:
Al Haras al Sudani
Arab Cavalry
Varjazi
Persian Faces
African Faces
Arab Faces
Abid al Shira Guard
Fatimid Shields
Viking
You can also check out more of my work and my collaborations with Pacco in the DotS sub-forum.
Last edited by sumskilz; January 18, 2010 at 05:30 PM.
Originally Posted by Enros
You don't seem to be familiar with how the burden of proof works in when discussing social justice. It's not like science where it lies on the one making the claim. If someone claims to be oppressed, they don't have to prove it.
this week i have created a new slinger animation whith 3dstudio and import to .cas file.
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
PS: the sling has not a perfect movement because the "bone_weapond_weapond01" don't work and i have not corrected
Example#4
Originally Posted by johnwhile
New onager (only animation because the model is similar to catapult) , catapult e giant ballista with destruction animation... there are many imperfection but the work is long
the 3d unit are 98% completed and 20% for new texture, i think the first beta version for 1 september 2009 but no sure.
man+signum= 1684 vertices and 2074 triangles so it isn't high poly units (approximately equal to med2 units)
3dstudio rendering (because is more beautiful ):
Milkshape3D rendering:
Example#6
Originally Posted by johnwhile
My preferite unit, Giant_Ballista with legionary!
3ds max rendering because is more beautiful (Vertices: 1837; Triangles: 2532 so isn't high poly object)
Now the problem is rebuild human animation...
Example#7
Originally Posted by johnwhile
yes, the goal is not very difficult but very long only for me, there aren't many assistance by other users, there are only historians and archaeologists .
First i build a some facades, after i clone them to quickly make many homes with the same texture like this:
Example#8
Originally Posted by johnwhile
WWWWWWUUUUUUUAAAAOAOOOOOOOOOO !!!!!!!
I very like barrack !!
RS2 is a rometw mod so the buildings system are little different because the buildings are divided in a lot of section for impact projectile system, In the rometw the buildings are completely demolished so there are only 2 simple model: intact and demolished.
This is an example: http://im2.freeforumzone.it/up/20/94/590196672.gif
Blu= inert
Red= intact
Green= broken
So you can recicle and condense a lot of texture :romaninsulae1.jpg
In a one model you can utilize a lot of texture (exemple med2 church utilize 29 texture !!!), no alpha-chanel but 2024x2024 detail
But this system requires an exponential number of vertices and triangles because the sigle group must be separated, when you break the wall you can creating damage or with the texture (so Red an Green have the same number of vertices) or you can build a simple inside so the number of polygons and respectively texture increase.
I hope you understand; if you already create a model the conversion is very quikly !
In these Christmas holidays I'll have the time to make test so if you want i can try to put these model in med2
Last edited by absinthia; January 18, 2010 at 03:32 PM.
Hr. Alf han hugg til han var mod, Han sto i femten Ridderes Blod; Så tog han alle de Kogger ni Og sejlede dermed til Norge fri. Og der kom tidende til Rostock ind, Der blegned saa mangen Rosenkind. Der græd Enker og der græd Børn, Dem hadde gjort fattig den skadelige Ørn. Anders Sørensen Vedel
Hr. Alf han hugg til han var mod, Han sto i femten Ridderes Blod; Så tog han alle de Kogger ni Og sejlede dermed til Norge fri. Og der kom tidende til Rostock ind, Der blegned saa mangen Rosenkind. Der græd Enker og der græd Børn, Dem hadde gjort fattig den skadelige Ørn. Anders Sørensen Vedel