-
KLAssurbanipal - UNITS for Rome 1 & mods - new skins & models --- UPDATED: 7.12.2017 ---
EDIT, MAY 14th 2016
http://i.imgur.com/WMHtJoN.jpg
There is the last pack of my all units for Rome 1. Units are historical (ancient, medieval) and mythological.
DOWNLOAD: http://www.twcenter.net/forums/downl...o=file&id=4142
There are 165 units (models & textures) from 2005-2014.
Thank you friends! :)
PREVIEW
Some units of KLA's Gold Edition I (2005-2007) - 115 units:
http://i.imgur.com/s3vnxi8.jpg
Preview of KLA's Gold Edition II (2008-2014) - 50 units:
HELLENISTIC ARMIES
http://i.imgur.com/QSKQjLy.jpg
Hoplites
http://i.imgur.com/tLLbFVP.jpg
AMAZONS
http://i.imgur.com/7DcnTIG.jpg
CELTIC WARRIORS
http://i.imgur.com/jsdSNxI.jpg
BRONZE AGE WARRIORS
http://i.imgur.com/N8ITPfD.jpg
KNIGHTS (11th-12th centuries)
http://i.imgur.com/3dnGlss.jpg
GLADIATORS
http://i.imgur.com/BNhHe3O.jpg
GERMANS
http://i.imgur.com/5gJMoNx.jpg
INTRODUCTION WRITING by florin80
How to install the units.
Note: I will use the Athenian Late Hoplite as example.
Note#2: this install instructions refer to the text files from vanilla RTW v1.5. In general it is the same with mods too, but some of them change the path where they have the graphic or even text files installed. Other then that, the same rules apply.
Note#3: this guide will tell you how to install the units using as example one of them. It is not a guide that contains the needed text for each and every unit in the pack. It is supposed to teach you how to do that so you`ll be able to do it on your own later.
Table of contents:
I.Decompress the pack--------------------------------- -------------------- page 1
II.Placing the units in the right location----------------------------------- page 1
III.Editing the text files---------------------------------------------starts on page 2
- Editing export_units------------------------------------------page 2
- Editing export_descr_unit_enums--------------------------page 3
- Editing export_descr_unit-----------------------------------page 3
- Editing descr_model_battle---------------------------------page 5
- Editing export_descr_buildings----------------------------page 6
IV.Making units available only in certain regions------------------------ page 8
V.Making units recruitable only after the reforms----------------------- page 8
VI.Making sprites for the units---------------------------------------------- page 9
VII.Adding sounds for the new added units-------------------------------- page 10
VIII.Adding the unit cards----------------------------------------------------- page 11
I. Decompress the pack
It`s a rar archive. You will notice that inside all the units have their own folder named after them and there is also a unit card folder that has the unit card for all of them.
II. Placing the unit files in the right location
You will notice that in the folder for the Athenian Late Hoplite there are 3 files. One is a JPG picture of it. That has is just for show, it has nothing to do with the install. The other two are:
Athenian_Hoplite_Late.cas
Athenian_Hoplite_Late.tga.dds
The .cas one is the model, the 3d part of the unit.
The .tga.dds one is the texture, the 2d part that covers the model and is responsible for the colors, face and so one.
You need to place the .cas file in this location:
Rome – Total War/data/models_unit
The .tga.dds file you need to place in this location:
Rome – Total War/data/models_unit/textures
Note: the texture folder do not exist there by default so you will have to create a new folder named textures inside Rome – Total War/data/models_unit
III. Editing the text files
The files being placed in their right location you need to edit the following text files:
Export_descr_unit - it is the one where the unit stats are mentioned
Export_descr_unit_enums - link the unit to the description and unit cards
Descr_model_battle – the file where the graphic aspect(texture, model and sprites) is defined
Export_units - the file where the unit description is.
Export_descr_buildings - the file where you make the unit recruitable.
Editing export_units
The file is located here:
Rome – Total War/data/text
It is a text file that you can open with notepad. This goes for all the other ones too.
If you want to modify one of the existing units do a search in the file for the name that the unit has in game. For example hoplites. You will find this entry:
{greek_hoplite} Hoplites
{greek_hoplite_descr}
Hardy\nSapping Ability\nCan Form Phalanx\n\nThe basis of nearly all military power in Greece once revolved around the hoplite. {...snip…}which doubles as a weapon if the pike shaft breaks.
{greek_hoplite_descr_short}
Hoplites are well equipped infantry that are most effective in the formidable, if slightly inflexible, phalanx formation.
¬----------------
Now, the one in blue is the name that appears in game. It has little relevance and as the description text it is cosmetic and you can change it to whatever you want. Don`t make it too long though or it will look bad in recruiting panels.
The ones in red are the lines that matter. They link the unit to its description and the unit cards. If you are simple modifying an existing unit you should leave those alone as they do not show up in game anyway.
If you want to add a unit without replacing an existing one you should copy the whole text as it is bellow and place it at the end of the text file. Then it is important that you modify the red lines if you want the new unit to have a new description and new unit cards. For example:
{athenian_hoplite_late} Late Athenian Hoplites
{athenian_hoplite_late_descr}
Hardy\nSapping Ability\nCan Form Phalanx\n\nThe basis of nearly all military power in Greece once revolved around the hoplite. {...snip…}which doubles as a weapon if the pike shaft breaks.
{athenian_hoplite_late _ descr _short}
Hoplites are well equipped infantry that are most effective in the formidable, if slightly inflexible, phalanx formation.
¬----------------
Note that you should not remove the existing brackets and the second line should end in _descr and the third in _descr_short
The text that fallows after the brackets with the _descr part is the text that appears when you right click the unit and you get the unit panel.
The text that fallows after the brackets with the _descr_short part is the short text that appears when you put your mouse on the unit in recruiting panels for example.
Editing Export_descr_unit_enums
Those red lines from export_units you need to place in the file export_descr_unit_enums.
The file is in this location:
Rome – Total War/data
Open it and at the end of the file add this according to our example:
athenian_hoplite_late
athenian_hoplite_late _descr
athenian_hoplite_late _descr_short
You need to leave one empty line between the previous group and the new one.
Editing export_descr_unit
The file is in this location:
Rome – Total War/data
This is where the unit stats are designated and a number of other things that relate to other text files. To change the unit stats you can consult the explanations at the beginning of the file. They tell you what those numbers stand for.
Now, to include a new unit you can use one of the already existing entries there. For example the one for the RTW greek hoplite since it is a similar unit. To find it you need to do a search for what was in the brackets in export_units. For example:
{greek_hoplite} Hoplites
You will find this entry:
type greek hoplite
dictionary greek_hoplite ; Hoplites
category infantry
class spearmen
voice_type Medium_1
soldier greek_hoplite, 40, 0, 1
attributes sea_faring, hide_forest, can_sap
formation 1, 1, 2, 2, 5, square, phalanx
stat_health 1, 0
stat_pri 7, 3, no, 0, 0, melee, simple, piercing, spear, 25 ,1
stat_pri_attr spear, spear_bonus_8
stat_sec 5, 2, no, 0, 0, melee, simple, piercing, sword, 25 ,1
stat_sec_attr no
stat_pri_armour 6, 5, 5, leather
stat_sec_armour 0, 0, flesh
stat_heat 3
stat_ground 2, 0, 0, 0
stat_mental 4, normal, highly_trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 440, 170, 50, 70, 440
ownership greek_cities, slave
Copy all this and place it at the end of the file leaving two empty lines between it and the previous one.
Now, you will need to change a few things for the new unit. These are the necessary ones. The stats you can change as you want later.
First of all you need to change the entry`s title because you can`t have two entries named the same or you will get a CTD. So change this part:
type greek hoplite
to this:
type athenian late hoplite
Secondly, if you need to change the unit`s dictionary entry(the one that links to export_units). Change this line:
dictionary greek_hoplite ; Hoplites
to this:
dictionary athenian_late_hoplite ; Hoplites
Note: the sign ; is used to hide what follows after it from the game`s engine. So Hoplites in the example above will not be read. This means that you can change that to Athenian Hoplites or whatever, but you can just leave it as it is.
Thirdly you need to change the unit`s aspect. Better said the entry that links to descr_model_battle. So change this line:
soldier greek_hoplite, 40, 0, 1
to this:
soldier athenian_late_hoplite, 40, 0, 1
Now, if you want to give the unit to another country you need to edit the ownership:
ownership greek_cities, slave
Currently it is being recruited by the greek cities and the rebels. Here is a list of the factions`s internal names which you can add there in the format shown.
romans_julii
romans_brutii
romans_scipii
romans_senate
egypt
seleucid
carthage
parthia
gauls
germans
britons
greek_cities
macedon
pontus
armenia
dacia
numidia
scythia
spain
thrace
slave
I presume they are self explanatory.
Editing Descr_model_battle.
This is where you define what graphics the unit will use. The file is located in this location:
Rome – Total War/data
To add a new unit you can copy and then modify one of the existing entries. Again, it is handy to use the entry for the RTW greek hoplite as you did in export_descr_unit.
So, open the file and do a search for what was in export_descr_unit next to the soldier entry. For example:
soldier greek_hoplite, 40, 0, 1
You will find this entry:
type greek_hoplite
skeleton fs_spearman, fs_swordsman ; combat spear
indiv_range 40
texture slave, data/models_unit/textures/unit_greek_hoplite_slave.tga
texture greek_cities, data/models_unit/textures/unit_greek_hoplite_greek.tga
model_flexi data/models_unit/unit_greek_hoplite_high.cas, 15
model_flexi data/models_unit/unit_greek_hoplite_med.cas, 30
model_flexi data/models_unit/unit_greek_hoplite_low.cas, 40
model_flexi data/models_unit/unit_greek_hoplite_lowest.cas, max
model_sprite slave, 60.0, data/sprites/slave_greek_hoplite_sprite.spr
model_sprite greek_cities, 60.0, data/sprites/greek_cities_greek_hoplite_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5f
The texture entry is where you designate the texture used. Namely
Athenian_Hoplite_Late.tga.dds
In our example. The textures are designated based on faction ownership(with a special mention for mercenaries that will be made bellow). So, you need to have the wanted faction set in the unit ownership in export_descr_unit and again, here, in front of the texture.
The model (model_flexi) is not designated based on faction and will be used by all of them on this entry. So, while you can have different textures for each faction(different colors and such in game) you will only have one model. The model is in our example:
Athenian_Hoplite_Late.cas
The sprites (model_sprite) are the 2d images that you see when you zoom out from the unit. They replace the image of the 3d model so as to increase performance in game. The units in this pack do not have sprites, but I`ll show you bellow how to make them. It`s a fairly easy process.
You will notice that those lines contain the path for the files and some other stats. You need to leave those alone and just change the name of the graphic files. Like this:
type athenian_late_hoplite
skeleton fs_spearman, fs_swordsman ; combat spear
indiv_range 40
texture slave, data/models_unit/textures/Athenian_Hoplite_Late.tga
texture greek_cities, data/models_unit/textures/Athenian_Hoplite_Late.tga
model_flexi data/models_unit/Athenian_Hoplite_Late.cas, 15
model_flexi data/models_unit/Athenian_Hoplite_Late.cas, 30
model_flexi data/models_unit/Athenian_Hoplite_Late.cas, 40
model_flexi data/models_unit/Athenian_Hoplite_Late.cas, max
model_sprite slave, 60.0, data/sprites/athenian_late_hoplite_sprite.scr
model_sprite greek_cities, 60.0, data/sprites/athenian_late_hoplite_sprite.scr
model_tri 400, 0.5f, 0.5f, 0.5f
Note that I have changed the title of the entry(to athenian_late_hoplite) so that it will match with the soldier entry in export_descr_unit. As in export_descr_unit you can not have more then one entry with the same name.
Also, note that for the entry of the texture you need to not mention the .dds that is at the end in the name of the graphic file or it will CTD. It needs to end in .tga as in the example above.
The changing of the sprites I will explain bellow.
Editing Export_descr_buildings
This file is where you make the units recruitable by the desired faction from the desired building. You can also define a specific region for a unit so that it will only be available for recruitment there. This I will show you in a chapter bellow.
The file in this location:
Rome – Total War/data
If you`ve just replaced one of the already existing units then you can leave this file as it is and you`ll have that unit recruitable as it was before. If you have added a new unit then you will need to add recruiting lines for it. Open the file. You will see that you have a line that looks like this:
levels governors_house governors_villa governors_palace proconsuls_palace imperial_palace
Those are all the government buildings as they are upgraded and then you will have them detailed with the basic units they allow. If you want your unit to be recruited form the government buildings you can add it here, but in vanilla these were only for the peasant units. For a hoplite you need to go to the barracks. These are the levels:
levels muster_field militia_barracks city_barracks army_barracks royal_barracks
You will need to add your unit under the ones where you want it to be available. One thing first. The line above is the order in which they are upgraded. So, if you add your unit to be available with the second level of barracks be sure to add it to the following levels too or it will disappear once you have upgraded your barracks. In this case you can use the example of the RTW greek hoplites:
militia_barracks requires factions { barbarian, carthaginian, eastern, parthia, egyptian, greek, roman, }
{
capability
{
recruit "carthaginian city militia" 0 requires factions { spain, }
recruit "carthaginian infantry" 0 requires factions { spain, }
recruit "barb infantry briton" 0 requires factions { britons, }
recruit "barb infantry dacian" 0 requires factions { dacia, }
recruit "barb infantry gaul" 0 requires factions { gauls, }
recruit "warband spear german" 0 requires factions { germans, }
recruit "barb horse archers scythian" 0 requires factions { scythia, }
recruit "warband sword briton" 0 requires factions { britons, }
recruit "warband sword gaul" 0 requires factions { gauls, }
recruit "warband axe german" 0 requires factions { germans, }
recruit "warband axe scythian" 0 requires factions { scythia, }
recruit "warband falx dacian" 0 requires factions { dacia, }
recruit "carthaginian city militia" 0 requires factions { carthage, }
recruit "numidian javelinmen" 0 requires factions { numidia, }
recruit "carthaginian infantry" 0 requires factions { carthage, }
recruit "numidian desert warriors" 0 requires factions { numidia, }
recruit "east hillmen" 0 requires factions { eastern, }
recruit "east infantry" 0 requires factions { eastern, }
recruit "egyptian nubian spearmen" 0 requires factions { egyptian, }
recruit "egyptian nile infantry" 0 requires factions { egyptian, }
recruit "greek hoplite militia" 0 requires factions { greek, }
recruit "greek levy pikemen" 0 requires factions { seleucid, macedon, }
recruit "warband falx thracian" 0 requires factions { thrace, }
recruit "greek hoplite" 0 requires factions { greek_cities, }
recruit "roman city militia" 0 requires factions { roman, }
recruit "roman hastati" 0 requires factions { roman, } and not marian_reforms
recruit "roman infantry auxillia" 0 requires factions { roman, } and marian_reforms
}
So, you just copy this line and add it under it. You then adjust it with the new unit` name so it will look like this:
recruit "athenian late hoplite" 0 requires factions { greek_cities, }
Place this under the line for the greek hoplite.
Note:
athenian late hoplite is the one the type entry from export_descr_unit has.
0 stands for the experience with which the unit is recruited. If you want it to be recruited with experience you can increase that.
greek_cities is the faction ownership. The faction that can recruit this unit. You can add more then one, but be sure not to lose that comma after the name.
IV. Making the units available only in certain regions
Since some of these hoplites are specific to a region you can make them available only there so you won`t be able to recruit athenian hoplites in Sparta or vice versa. It is relatively simple.
Open the text file export_descr_buildings. You will find this line at the beginning:
hidden_resources spartaromeitaly
Sparta, rome and italy are hidden resources. They are linked with the regions in another text file. For our example, you will need to add a resource unique for the Athens, regions Attica in game. SO add unit_athen (it can be any other name, but if you use more then one word you can`t have space between them so you wither merge the words or link them with a _ ) after that list so it will look like this:
hidden_resources spartaromeitaly unit_athen
Now, you need to make the unit recruitable based on this resource. So edit all the recruiting lines you made for it so it will end with this:
recruit "athenian late hoplite" 0 requires factions { greek_cities, } and hidden_resource unit_athen
Note there is an empty space before the red part.
Now you need to open the file descr_regions from this location:
Rome – Total War/data/world/map/base
Then search for Athens. You will find this entry:
Attica
Athens
macedon
Athenians
58 177 106
silver, iron, olive_oil, slaves, dogs, pigs
5
9
The silver, iron and so one are the resources. You need to add the new hidden resource at the end of this line so it will look like this:
silver, iron, olive_oil, slaves, dogs, pigs, unit_athen
That is about it. Now the unit will only be recruitable in Athens.
Note: in some mods the names you see in game for the regions are not the exact same ones as in descr_regions. That is because they have changes the description name, but not the internal name for the game(the one that appears in descr_regions). So, if you have doubts about this you can do a search in the file:
imperial_campaign_regions_and_settlement_names
It is in this location:
Rome – Total War/data/text
The names outside the brackets are the ones that appear in game. The ones inside the brackets are the internal names and the ones you can then search in descr_regions.
V.Making the unit available for recruitment only after the marian reforms
Because you can have two versions of the same unit(early and late) you can make them available in turn, before and then after the marian reforms. For example you make the regular athenian hoplite recruitable before the reforms and the late athenian hoplite will then replace it after the reform.
For this you need to edit the export_descr_buildings again. Modify the recruiting line so it will look like this:
recruit "athenian late hoplite" 0 requires factions { greek_cities, } and marian_reforms and hidden_resource unit_athen
The previous line will make the unit available only after the reforms. If you want it available only before the reforms make it like this:
recruit "athenian late hoplite" 0 requires factions { greek_cities, } and not marian_reforms and hidden_resource unit_athen
VI. Making sprites for the units.
- make a folder named sprites in this location:
Rome – Total War/data
2. make a text file(use notepad for example) and save it with the name sprite_script
Place it in the folder where you have the game`s exe. For example in:
Rome – Total War
3.in the text file you`ve just done you need to insert the command for the game to create the sprites. The rules are:
-for an infantry unit you need to write the title of its descr_model_battle entry followed by an empty space and then the name of the faction`s ownership(you need to do that for all the factions that have textures on that entry if the textures are different). In our example:
athenian_late_hoplite greek_cities
-for a cavalry unit you need to add the name of its mount after the ownership. This you can get from the unit`s entry in export_descr_unit. If it is a cavalry unit it will have a line for mount under the one for soldier, looking like this:
mount heavy horse
So, presuming that our athenian hoplite would be a cavalry unit using that heavy horse you would need to enter this command:
athenian_late_hoplite greek_cities heavy horse
-if your unit is on a mount, but it is standing down(for example the driver of the chariot or the elephant crew) you need to replace the mount reference from above with the entry sprite_root
You can add more then one of these commands in the sprite script, but how many it will be able to support depends on the capacity of your PC. I suggest you don`t insert too many.
4.After you have added the commands in the script and saved it you have to modify the target of the game`s icon. For this you obviously need to have a shortcut on your desktop for the game`s exe. To modify it. Right click on the icon. Select Properties. Modify the text in the target so that it will end with this command: -sprite_script
So it should end like this(with an empty space betwen the original text and the command):
RomeTW.exe" -sprite_script
5.Now start the game using this desktop shorcut and wait. The game will start, but it will not advance past the Loading screen. After a few moments depeding on how many commands you ahve entered it will revert back to the desktop and you will find the sprites all done in the newly created sprites folder.
6.Now, you will notice that the sprites are in the format .tga
You will need to convert them to .dds
For this you can use a free soft called ddsconverter that you can find in the downloading section of twc. After you have converted them to .dds you need to rename the files so that they end in .tga.dds and not just .dds. This is the format the vanilla had. Example:
athenian_late_hoplite_sprite_000.tga.dds
athenian_late_hoplite_sprite_001.tga.dds
athenian_late_hoplite_sprite_002.tga.dds
7.You will notice that one of the files the game has created ends in .scr
This is the one you will mention in descr_model_battle and the rest will be referred to by name association with this one. So you need to mention this file(in our example):
athenian_late_hoplite_sprite.scr
in descr_model_battle like this:
type athenian_late_hoplite
skeleton fs_spearman, fs_swordsman ; combat spear
indiv_range 40
texture slave, data/models_unit/textures/Athenian_Hoplite_Late.tga
texture greek_cities, data/models_unit/textures/Athenian_Hoplite_Late.tga
model_flexi data/models_unit/Athenian_Hoplite_Late.cas, 15
model_flexi data/models_unit/Athenian_Hoplite_Late.cas, 30
model_flexi data/models_unit/Athenian_Hoplite_Late.cas, 40
model_flexi data/models_unit/Athenian_Hoplite_Late.cas, max
model_sprite slave, 60.0, data/sprites/athenian_late_hoplite_sprite.scr
model_sprite greek_cities, 60.0, data/sprites/athenian_late_hoplite_sprite.scr
model_tri 400, 0.5f, 0.5f, 0.5f
VII. Adding sounds for the new units.
If you`ve only replaced on of the existing units it will take that units voice, but if you add a new unit(meaning a new unit entry in export_descr_unit) the unit will be silent when you click it. To give it a voice you need to edit some text files. Open the file
Export_descr_sounds_unit_voice
It is in this location:
Rome – Total War/data
Now, the easiest way is to use an already existing entry and add the new unit name to it. For example the RTW greek hoplite.
(Note: the units are referred to in this file by the type name they have in export_descr_unit)
So, do a search for greek hoplite and you will find this entry:
unit greek hoplite
event
folder data/sounds/Voice/Human/Localized/Battle_Map
Greek_General_1_name_greek_hoplite_1.wav
folder data/sounds/Voice/Human/Localized/Battle_Map
Greek_General_1_name_greek_hoplite_2.wav
folder data/sounds/Voice/Human/Localized/Battle_Map
Greek_General_1_name_greek_hoplite_3.wav
group
end
Now add the new unit`s name like so:
unit greek hoplite, athenian late hoplite
event
folder data/sounds/Voice/Human/Localized/Battle_Map
Greek_General_1_name_greek_hoplite_1.wav
folder data/sounds/Voice/Human/Localized/Battle_Map
Greek_General_1_name_greek_hoplite_2.wav
folder data/sounds/Voice/Human/Localized/Battle_Map
Greek_General_1_name_greek_hoplite_3.wav
group
end
The unit will now have the voice and give the reply of the RTW greek hoplites. If you want to mix those remarks or to insert custom made sound it is a bit more complicated so I recommend you read a tutorial that is dedicated to that.
Now, you may also want to edit these two files:
Descry_sounds_units_celebrate
Descr_sounds_units_charge
They are in this location:
Rome – Total War/data
It is fairly easy to add the unit here. Open each file and you`ll see that the units are grouped based on their culture. So in our example just add the unit name from export_descr_unit in the greek section:
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;; GREEK
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
After the last entry there. In RTW v1.5 that should be
, cheat oliphants
This goes for both files.
VIII.Adding the unit cards.
In the pack there is a folder called Unit cards. You have the unit cards for all the units in there. You only need to implement them.
- create a folder named UI in this location:
Rome – Total War/data
- inside this new folder you need to create two new folders named
UNIT_INFO
UNITS
So you will end up with two paths looking like so:
Rome – Total War\data\UI\UNIT_INFO
Rome – Total War\data\UI\UNITS
- Now, you don`t just add the files in these two folders. All the unit card files need to be inside a folder that is named after the faction that uses the unit. So, in our example they need to be placed in a GREEK_CITIES folder. This should be created inside both the UNITS and the UNITS_INFO folders. You will then have two paths that look like this:
Rome – Total War\data\UI\UNIT_INFO\GREEK_CITIES
Rome – Total War\data\UI\UNITS\GREEK_CITIES
The files that start with # should go in the folder UNITS.
And the rest of the files, the ones that end in _INFO.tga, should go in UNITS_INFO.
One thing you need to be careful. These graphic files are linked to the text file via their name. So they have to have exactly the name from the first brackets in export_units. To remind you in export_units we had:
{athenian_hoplite_late} Late Athenian Hoplites
So the two graphic files should be named according with this example as:
#athenian_hoplite_late.tga
to go in this location:
Rome – Total War\data\UI\UNITS\GREEK_CITIES
And
athenian_hoplite_late_INFO.tga
to go in this location:
Rome – Total War\data\UI\UNIT_INFO\GREEK_CITIES
EDIT, DECEMBER 7th 2017
https://i.imgur.com/JfbfF0a.jpg
There is the skinpack of all units from European Wars (Rome 1). There are historical units from early (Great Northern War and Spanish Succession War) to mid-18th century (Seven Years War).
DOWNLOAD: http://www.twcenter.net/forums/downl...o=file&id=4335
This pack includes a beta version of the mod (6 playable factions).
There are 314 units (models & textures) from 2008-2011 (12 factions).
https://i.imgur.com/nrpalKS.jpg
Artwork by Mariusz Kozik - Lacedemon
There are 6 factions released with European Wars beta:
Austria
Poland
Prussia
Russia
Spain
Sweden
+ 6 factions have never been released:
Britain
Denmark
France
Netherlands
Portugal
Scotland
https://i.imgur.com/AdhqxYT.jpg
PREVIEW
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
I dont want to be harsh here, but the way you did the legionaires arms looks a tad weird. The main problem is that you reskinned a part that was flesh to look like armour, and so now this armour is 'skin tight' in a sense which makes for a fairly unrealistic feel. Perhaps if you altered the model to better fit it would look better, or maybe change it to just grieves. Aside from that, most of the units look liked either dismounted cavalry or webbird's celts to me.
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
very nice work king louise
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
Very nice work, keep it up. :thumbsup2
Out of curiosity, are the early modern units (French etc.) just practice, or for a mod in development? I hope that there will be more mods set in the 17th/18th century in the future, it's a highly underappreciated period IMO...
Antagonist
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
Very good work King Louise
-
Re: KING LOUISE ASSURBANIPAL - artworks
:shocked: WOW!! man they are awesome :thumbsup2
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
Yet more proof that modders can skin better than CA themselves
-
Re: KING LOUISE ASSURBANIPAL - artworks
You asked me to comment on the units so here is what i think: your units seem to be a mix of various sources and then bit made up. I find the colours too bright, and you've perhaps the worse CA models as a base for yours, giving them a more low poly feel than modles made by other modders.
-
Re: KING LOUISE ASSURBANIPAL - artworks
You asked me what I think, as I'm not a modler/skinner I'll give you my impressions.
The shield pattern is good and damages look realistic. Maybe making something fot the inner shield.
The pectorale bodyarmor seems good but a bit light and the fringe leather of the linothorax a bit short.
The shadows along the legs and clothes are good.
-
Re: KING LOUISE ASSURBANIPAL - artworks
Asked me to have a look and again this is great work from one of the best moddlers/skinners on the site in my opinion i liked the shield and helmet of the Macedonian Hypaspist and liked first model the Gardes Francaises but i still think that gladiator model you did is your best so far.
-
Re: KING LOUISE ASSURBANIPAL - artworks
I haven't seen much of your work before now and so i am (ignorantly) presuming you are quite new to the community. I think that your units aren't bad but with more practise and experience you could be making quite good units.
There are two major things that you need to look out for. From the units that i have seen so far i think the colours brightness and contrast is way over the top giving them a very cartoonish feel. The textures themselves seem to be a number of RTW textures patched together with the colour changed a bit(for most of your units). The second big problem is that the detail of the model is totally disproportionate to the detail of the texture. For example the hand, arm, gauntlet and at least two parts of the sleeve all lie in the same plain with your Macedonian Hypaspist and have just been painted on where there should really be varied thickness of the arm all the way down. This same problem is evident in the legs with the greeves and skin and on the torso with the breastplate and skirt.
I don't mean to dishearten you, but i hope that my feedback is constructive. If you start making these changes in your new units then i think the evident quality of your units will increase dramatically.
-
Re: KING LOUISE ASSURBANIPAL - artworks
He's been skinning and modelling for a few months Zhuge_liang, his units have always been like this.
-
Re: KING LOUISE ASSURBANIPAL - artworks
Quote:
Originally Posted by Lusted
He's been skinning and modelling for a few months Zhuge_liang, his units have always been like this.
Oh well, it took me a very long time to get any good IMO but then i was learning how to use 3ds max, photoshop and other programes for the first time and RTW was just a vehicle for doing low poly models.
In any case the works shown here barely stand up to CA in RTW vannila whereas the best modders have been making units for RTW which could easily make the transfer to M2TW and still be better than what CA have been offering in both games. I'm sure if KING LOUISE ASSURBANIPAL tries to improve then he could also reach this standard.
-
Re: KING LOUISE ASSURBANIPAL - artworks
I really don't understand how anyone can think that these units are not good. If someone thinks that they aren't better than CA's, that may be just a matter of personal style (as I think it happens with the saturation/contrast) or that the units are intended to look like CA's (so that units from RTW can be also used at the same time).
Of course, everybody can use photos to make textures (though usually not good ones, but again this is a personal preference) and add a lot of polys to increase the model detail (though usually with a minor increase of the in-game visuals and a big hit in performance).
It would be good if modellers/skinners didn't forget that in the end the mod has to be playable, and not only good for taking screenshots in 3dsmax :wink:
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
Quote:
Originally Posted by beee
I really don't understand how anyone can think that these units are not good. If someone thinks that they aren't better than CA's, that may be just a matter of personal style (as I think it happens with the saturation/contrast) or that the units are intended to look like CA's (so that units from RTW can be also used at the same time).
Of course, everybody can use photos to make textures (though usually not good ones, but again this is a personal preference) and add a lot of polys to increase the model detail (though usually with a minor increase of the in-game visuals and a big hit in performance).
It would be good if modellers/skinners didn't forget that in the end the mod has to be playable, and not only good for taking screenshots in 3dsmax :wink:
The best quality cas files are no more than 50-60kB big, that is nothing, even the texture is vastly bigger in size. Making the changes i suggested would envlove no more than 5-10 new polys in each place i pointed out and the results would be very noticable.
As for the textures looking like those from rome, yes it is true, but that is because a good amount of the textures are straight from rome. There is no problem with this and there is no problem with using photos but nobody could possibly say that with that sort of hue and saturation the units look realistic. I have yet to see a model that isn't 'playable'. Increased number of polygons means a better looking unit which for most people improves the game experience.
I'm not a big fan for LOTR but 4A had some great artists, go and compare these unit to the ones from that. (4A just being a topical example).
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
i really like these units {leave aside historical accuracy and realistic units and all that routine stuff rtw renders this types of units far better than so called realistic units}
may be they are overly saturated but i love colors so good job :thumbsup2:
-
Re: KING LOUISE ASSURBANIPAL - artworks
Quote:
Originally Posted by Zhuge_Liang
The best quality cas files are no more than 50-60kB big, that is nothing, even the texture is vastly bigger in size. Making the changes i suggested would envlove no more than 5-10 new polys in each place i pointed out and the results would be very noticable.
If you compare the number of vertices/faces of CA models with some units made by some community modelers you can find big differences. For example, a unit of a pretty good mod set in the dark ages features a model with 919 vertices/1416 faces, which is the double of a random CA model (429/726). This has an important impact on the mod performance.
What is worse is that, in this particular unit of the dark ages mod, 56 vertices/108 faces where wasted modeling a badge of the cape (which could have been made with just a plane and a small modification of the texture's alpha channel). Therefore, this unit is highly unoptimized for no purpose.
Quote:
Originally Posted by Zhuge_Liang
As for the textures looking like those from rome, yes it is true, but that is because a good amount of the textures are straight from rome. There is no problem with this and there is no problem with using photos but nobody could possibly say that with that sort of hue and saturation the units look realistic.
It obvious that King Louise textures include many parts that are not from RTW. In-game screenshots also look OK, so I really don't understand your complains. Again, the saturation/contrast is a matter of preference, and in any case it's nothing that can not be changed easily.
Quote:
Originally Posted by Zhuge_Liang
I have yet to see a model that isn't 'playable'. Increased number of polygons means a better looking unit which for most people improves the game experience.
Using models with a lot of vertices with the RTW engine (which was not designed for that) can make the mod unplayable, at least in some computers. Using vertices in small details doesn't lead to a improved game experience, except maybe in some cases if the player pauses a lot and uses a big zoom.
Quote:
Originally Posted by Zhuge_Liang
I'm not a big fan for LOTR but 4A had some great artists, go and compare these unit to the ones from that. (4A just being a topical example).
A good example of a good modeller is Weslemana, also from a LOTR mod (not sure if 4A or another one). He has stated that he wants his mod to be playable with huge unit size even in low PCs, so he pays a lot of attention to the number of polys and makes LODs for all his units. IMHO, a good modeler not only makes units that look good, but also takes time to optimize the units for the best performance.
Anyway, I guess this is mostly personal preference: ultra-high poly models may be preferred by modelers with super-high-end computers that can handle them (and so these modelers don't have to pay attention to performance details and can work faster, I guess). Others may want to optimize their units, making cuts where they find them reasonable. The same happens with textures: some may prefer to use photos and others, to follow CA's style.
IMHO King Louise current units look very good and I'm sure that future ones will look even better :)
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
Wow, this are really very cool helmets, i liked all but mostly the Seleucid ones
-
Re: KING LOUISE ASSURBANIPAL - artworks
Quote:
Originally Posted by beee
If you compare the number of vertices/faces of CA models with some units made by some community modelers you can find big differences. For example, a unit of a pretty good mod set in the dark ages features a model with 919 vertices/1416 faces, which is the double of a random CA model (429/726). This has an important impact on the mod performance.
What is worse is that, in this particular unit of the dark ages mod, 56 vertices/108 faces where wasted modeling a badge of the cape (which could have been made with just a plane and a small modification of the texture's alpha channel). Therefore, this unit is highly unoptimized for no purpose.
It obvious that King Louise textures include many parts that are not from RTW. In-game screenshots also look OK, so I really don't understand your complains. Again, the saturation/contrast is a matter of preference, and in any case it's nothing that can not be changed easily.
Using models with a lot of vertices with the RTW engine (which was not designed for that) can make the mod unplayable, at least in some computers. Using vertices in small details doesn't lead to a improved game experience, except maybe in some cases if the player pauses a lot and uses a big zoom.
A good example of a good modeller is Weslemana, also from a LOTR mod (not sure if 4A or another one). He has stated that he wants his mod to be playable with huge unit size even in low PCs, so he pays a lot of attention to the number of polys and makes LODs for all his units. IMHO, a good modeler not only makes units that look good, but also takes time to optimize the units for the best performance.
I think you have taken one highly biased example and based all of your understanding off it. When i made my suggestions for improvement i didn't mean go and make a unit in excess of 2000 faces. If you look closely at the unit i was talking about you will notice that the arm clearly has 3-4 parts, the hand, the gaunlet, the the sleeve and the leather straps at the top. All of this has been painted onto a model which was made by CA to be a naked arm. A simple correction for less skilled modders is to take a sleeved arm THAT CA USED on a different model and add it to this one. If the modder was more skilled they would make their own arm with separate 3D parts for each of these bits at the expense of hardly any polys. This same rule applies to the legs and the torso. In my experience hardy any performance, if any, is lost when units of the standard i am suggesting are included. For example keep in mind that some CA models already have this same amount of detail in RTW. The RTW engine can handle models significantly bigger and better looking in size than those included in the origional game. Just look at M2TW - it is basically the same engine with new lighting and normal maps slaped on, but if you look at their models it is the very inclusion of the details that i am talking about that make the units look so much better then RTw war ones. Indeed if there is great concern over the level of detail of the model then level-of-detail ones can be made for lower end machines.
-
Re: KING LOUISE ASSURBANIPAL - artworks
In fact, the unit I mentioned is not an highly biased example: another example is a unit of the same mod which has 1212 faces, and of these, 214 where used just to model a sword handle!. In another mod, I have seen a similar waste of polys in a face-mask of a heavy horseman.
(The same is true for textures: 512x512 textures are usually used instead of 256x256 not because they're needed, but just because they make the skinner life easier! This is not a bad thing per se, since these guys work for free and usually don't have a lot of time to make skins, but a bit more attention to this kind of details would be good IMHO)
All taken into account, I prefer models with a low poly count (so I can increase the screen res or use huge unit size) than very high poly models, specially if faces are used for details I won't notice while playing.
Anyway, I guess this is just personal preference, and I'm pretty sure others have very different tastes :thumbsup2
BTW, my excuses to King Louise for somewhat hijacking his thread, I promise I won't post more of my ideas about the importance of optimizations! :)
-
Re: KING LOUISE ASSURBANIPAL - artworks
Quote:
Originally Posted by beee
In fact, the unit I mentioned is not an highly biased example: another example is a unit of the same mod which has 1212 faces, and of these, 214 where used just to model a sword handle!. In another mod, I have seen a similar waste of polys in a face-mask of a heavy horseman.
(The same is true for textures: 512x512 textures are usually used instead of 256x256 not because they're needed, but just because they make the skinner life easier! This is not a bad thing per se, since these guys work for free and usually don't have a lot of time to make skins, but a bit more attention to this kind of details would be good IMHO)
All taken into account, I prefer models with a low poly count (so I can increase the screen res or use huge unit size) than very high poly models, specially if faces are used for details I won't notice while playing.
Anyway, I guess this is just personal preference, and I'm pretty sure others have very different tastes :thumbsup2
BTW, my excuses to King Louise for somewhat hijacking his thread, I promise I won't post more of my ideas about the importance of optimizations! :)
Just keep in mind that the Macedonian Hypaspist (which is the unit i have been using as an example) is intended for use by King Louise Assurbanipal in M2TW. In M2TW even CA decided that luminous skins were a bad idea and that their old models had too little detail. If they are added to M2TW they simply won't measure up to what is already there.
-
Re: KING LOUISE ASSURBANIPAL - artworks
So, Lusted, you can reach this kind of conclusions. Don’t get me wrong. I don’t want to argue. Simply - listen carefully what I’m saying. Firstly, the shield presents Alexander the Great. He’s got persian clothes, because he ‘orientalized’ himself when he was older. Macedonian soldiers had the same pictures. It was used not only when the emperor was alive. It may look as a nonsense, that the soldiers abandoned their shields and made new when the imperator died. These shields weren’t used for 10 years. They might be used for several dozen years, as long as they were undamaged. I don’t want to be spiteful, but when you have done Macedonian units for Alexandros’ mod, there weren’t any symbols on shields, which is a mistake – most of shields from that period had some pictures on it. Moreover, you have given low-varied units. The infantry had only a frighian helmet – in antiquity there were also thracian, frighian, attic and chalcidian helmets. For the cavalry you have given only a beotian helmet, which is also a mistake. You are critising me that I’m mixing several types of armour and I’m giving them to one unit. I’ll give an example. It’s logical when in one picture unit has a blue frighian helmet, and on the other - red, thracian, so in the other picture frighian helmet might be also red. In antiquity there weren’t any identical uniforms. Every warrior armoured himself. I’ve made the helmet from several sources. I’ve seen two photos with winged frighian helmet. In many of them there were a plume which I’ve presented. You have done a model of Alexander the Great for Alexandros’ mod based on the Pompeian painting or Angus McBride’ illustration. I can blame you the same, as you to me, that you’ve mixed styles. How dou you know that Alexander had a beotian helmet that you have used? You’ve thought logical – this kind of helmet was used in Macedonian army then, so the commander might used it too. Simple. I’ve done like you. Using CA elements isn’t prohibited. Every modder uses several textures from RTW etc. , because we are making mod for this game. In your models faces, armours, etc. were from CA textures. But nobody forbids it. Most of the small elements from hellenistic period are only speculations, Ospreys’ pictures too. So you can’t say that the pictures tell the truth. It’s possible that the artist misunderstanded the source.
I think that now you'll understand me.
Greetings
-
Re: KING LOUISE ASSURBANIPAL - artworks
ANCIENT WARS preview (RTW engine):
Some Carthaginians:
http://img444.imageshack.us/img444/1...rtaginapw6.jpg
Agema: Ptolemaic, Macedon, Epeiros:
http://img224.imageshack.us/img224/1961/agemapk0.jpg
Peltastai (hypaspistai): Ptolemaic, Macedon, Epeiros:
http://img142.imageshack.us/img142/9...ta347ciln5.jpg
Archers & slingers:
http://img246.imageshack.us/img246/3...rocarzejs9.jpg
Ekodromoi: Thrace, Achea, Epeiros, Macedon:
http://img265.imageshack.us/img265/9...odromoilr8.jpg
Sarissoforoi: Epeiros, Ptolemaic, Macedon:
http://img248.imageshack.us/img248/8...langiciyf2.jpg
Hoplitai: Etruria, Athens, Sparta, Syracuse:
http://img290.imageshack.us/img290/3900/hoplitaijo9.jpg
Thureophoroi: Macedon, Ptolemaic, Epeiros, Achea:
http://img444.imageshack.us/img444/8...ophoroiei0.jpg
Battle:
http://img414.imageshack.us/img414/8...wars062rw7.jpg
-
Re: KING LOUISE ASSURBANIPAL - artworks
Nice units but i think general's sword is too long for a cavalry unit. Perhaps it fits better on a two-handed foot soldier.
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
Awesome skins man!! Which mod are you making these for??!!
-
Re: KING LOUISE ASSURBANIPAL - artworks
Ancient Wars (rtw-bi 1.6)
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
:thumbsup2 :thumbsup2 :thumbsup2 :thumbsup2 :thumbsup2 Sexy!!:thumbsup2 :thumbsup2 :thumbsup2 :thumbsup2 :thumbsup2
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
Can you add all the links for your great works ,especially the RTW referred one,in one post for downloading.
-
Re: KING LOUISE ASSURBANIPAL - artworks
Hello KLA!
Your Carthaginians units (Libyan helmet and Phoeni helmet) are truly good! release them, im waiting for Your next post with those units!
Merry Xmas !
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
That "megaupload" doesn't work correctly , can't download nothing...
Could You upload files on TWC"download" section or other place?
Your Carthaginians are coming ? soon, yes ? ;-)
BTW, great work and many Greetings!
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
Great! Would You like to create a gloss for that Hypaspist's helmet?
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
Quote:
Originally Posted by
doctor turkey
Great! Would You like to create a gloss for that Hypaspist's helmet?
Ok. I would like to create a gloss for Pretorians, Roman Cavarlyman and Hypaspist soon.:cool:
-
Re: KING LOUISE ASSURBANIPAL - artworks
King Louise, no offence, but why do you make them so overly saturated and bright?
-
Re: KING LOUISE ASSURBANIPAL - artworks
Quote:
Originally Posted by
Basileos Leandros I
King Louise, no offence, but why do you make them so overly saturated and bright?
because I like it :smile:
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
Quote:
Originally Posted by
Basileos Leandros I
King Louise, no offence, but why do you make them so overly saturated and bright?
Now i make unit's darker and less saturated then i used to, if you think my latest pics are still overly saturated and bright then it must be due to the settings i use to make renders in the 3dsmax.
:smile:
-
Re: KING LOUISE ASSURBANIPAL - artworks
Quote:
Originally Posted by
King Louise Assurbanipal
Now i make unit's darker and less saturated then i used to, if you think my latest pics are still overly saturated and bright then it must be due to the settings i use to make renders in the 3dsmax.
:smile:
Perhaps you should use realistic settings for your ambient and background lighting in your 3dsmax renders then, so people can get an accurate idea of what your units will actually look like in game.
-
Re: KING LOUISE ASSURBANIPAL - artworks
Yes there is no doubt about it "King Louise Assurbanipal" your textures are getting very much better. If you make them less bright and oversaturated the detail on your skins will look truly awesome. Could you do more Barbarians though, perhaps Dacians as I feel they have not received the coverage they deserve in RTW or its Mods.
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
I think some of these of really great, particularly the Athenian Hoplite and the Macedonian Hypaspist.
Any plans to release some unit cards to go with them?
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
Just as a quick tip - if you have your shield's uv map quartered as it appears you do here, then the scratches/dents are not the best idea, as they look a little odd when they are mirrored onto the four quadrants of the shield. It ends up looking more like a pattern than a series of random scratches etc.
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
Thankyou!,thankyou! "King Louise Assurbanipal" I have been wanting to create a horned helmet Ancient Briton for a long while now, but could not create a dedicated model to make one. Yesterday I used your Celtic warrior to create these Charioteers which finish my edited Britons faction just fine and are now leading their Celtic Heavy cavalry into battle against the invading Roman Legions. The shield was only slightly reduced using Alpha Channels to get them to fit adequately onto the Chariot.
Thankyou! thankyou! or have I already said that?
http://i96.photobucket.com/albums/l1...harioteers.jpg
http://i96.photobucket.com/albums/l1...ns_Chariot.jpg
-
Re: KING LOUISE ASSURBANIPAL - artworks
Quote:
Originally Posted by
caratacus
Thankyou!,thankyou! "King LouiseAssurbanipal" I have been wanting to create a horned helmet AncientBriton for a long while now, but could not create a dedicated model tomake one. Yesterday I used your Celtic warrior to create theseCharioteers which finish my edited Britons faction just fine and arenow leading their Celtic Heavy cavalry into battle against the invadingRoman Legions. The shield was only slightly reduced using AlphaChannels to get them to fit adequately onto the Chariot.
Thankyou! thankyou! or have I already said that?
http://i96.photobucket.com/albums/l1...harioteers.jpg
http://i96.photobucket.com/albums/l1...ns_Chariot.jpg
Caratacus, I thank you too:yes::yes::yes:
Good work, your reskin is great:smile:
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
Very nice hoplite, keep up the good work! For which mods are they? The first French skins, are they for any mod, or you just made them for fun?
-
Re: KING LOUISE ASSURBANIPAL - artworks
http://img396.imageshack.us/img396/475/greeksky1.th.jpg
VERY GOOD WORK LOUISE !!! :D
this units are very nice work :D
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
I love this Spartan hoplite. Will all these units be in the ancient wars mod?
-
Re: KING LOUISE ASSURBANIPAL - artworks
Quote:
Originally Posted by
RTR Fan
Very nice hoplite, keep up the good work! For which mods are they? The first French skins, are they for any mod, or you just made them for fun?
These two Spartans (Peleponesian War & '300') are for download: http://www.twcenter.net/forums/downl...p?do=cat&id=24
I will made new Spartan Hoplite for Ancient Wars mod, soon.
:smile:
The French skins I made for fun.
Quote:
Originally Posted by
Crawe
I love this Spartan hoplite. Will all these units be in the ancient wars mod?
This Spartan is only free download. In Ancient Wars will be new Spartans. :smile:
-
Re: KING LOUISE ASSURBANIPAL - artworks
http://img253.imageshack.us/img253/9...itedhe4.th.jpg
Frank Miller`s hoplits ? NO that`re King Louise Assurbanipal`s units :D
Good and nice work Louise ...:thumbsup2
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
http://img471.imageshack.us/img471/8594/spartansuk6.jpg
King Assurbanipall, i loved your spartans from 300, and as a fan of those comics, and now the movie i decided to improve them...at least the shild... what do you think? do you want this texture to improve your work? i took away the plumes as i thought they should look like they were in the comics...
-
Re: KING LOUISE ASSURBANIPAL - artworks
-
Re: KING LOUISE ASSURBANIPAL - artworks
Iberus_generalis, goooooood work! I want your shield texture, please :wink:
SPARTAN HOPLITE (ANCIENT WARS MOD):
http://img101.imageshack.us/img101/9...oplitaikb2.jpg
-
Re: KING LOUISE ASSURBANIPAL - UNITS for RTW & mods
Now we're talking, they're awsome. Will they be available at anytime?
-
Re: KING LOUISE ASSURBANIPAL - UNITS for RTW & mods
Nice shield pattern. Does it repsresent Hercules?
-
Re: KING LOUISE ASSURBANIPAL - UNITS for RTW & mods
Quote:
Originally Posted by
Thadius
Now we're talking, they're awsome. Will they be available at anytime?
Last version Spartan Hoplite is for Ancient Wars mod. You can download: Spartan Peleponesian Wars & '300' now.
:wink:
Quote:
Originally Posted by
Kallikratis
Nice shield pattern. Does it repsresent Hercules?
Yes, it is young Hercules.
-
Re: KING LOUISE ASSURBANIPAL - UNITS for RTW & mods
AWESOME JOB!
Could anybody make some ui cards for this excelent units? It would be great.
-
Re: KING LOUISE ASSURBANIPAL - UNITS for RTW & mods
Thanks :wink:
Could anybody make UNITS CARDS for these units?
-
Re: KING LOUISE ASSURBANIPAL - UNITS for RTW & mods
Tomorrow, I will give to download three new units. Factions will be suprise!:smile::smile::smile:
-
Re: KING LOUISE ASSURBANIPAL - UNITS for RTW & mods
Quote:
Originally Posted by
King Louise Assurbanipal
Thanks :wink:
Could anybody make UNITS CARDS for these units?
Maybe you should approach the Roma Surrectum mod guys. I think they're looking for Greek-style units to go into their mod. Perhaps you could do a deal - they get to use your units in their next versiion in exchange for putting together some unit cards?
-
Re: KING LOUISE ASSURBANIPAL - UNITS for RTW & mods
Quote:
Originally Posted by
Crawe
Maybe you should approach the Roma Surrectum mod guys. I think they're looking for Greek-style units to go into their mod. Perhaps you could do a deal - they get to use your units in their next versiion in exchange for putting together some unit cards?
Ok, Thank You. :) I will write to Them tomorrow.
new, 3 Units!
TWC DOWNLOAD (Seleucid heavy cavarly & 2 cataphracts): http://www.twcenter.net/forums/downl...o=file&id=1147
SELEUCID HEAVY CAVARLY:
http://img524.imageshack.us/img524/3...cavarlywj7.jpg
SELEUCID CATAPHRACT:
http://img50.imageshack.us/img50/774...phract2fs2.jpg
LATE ROMAN CATAPHRACT:
http://img50.imageshack.us/img50/893...aphractbx3.jpg
TWC DOWNLOAD (Seleucid heavy cavarly & 2 cataphracts): http://www.twcenter.net/forums/downl...o=file&id=1147