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  1. Thread: Bug Reports

    by Dingkuhn
    Replies
    556
    Views
    59,325

    Sticky: Re: Bug Reports

    Thanks Cgma! :)
  2. Thread: Bug Reports

    by Dingkuhn
    Replies
    556
    Views
    59,325

    Sticky: Re: Bug Reports

    Pardon, I wasn't aware of this ^^'
  3. Thread: Bug Reports

    by Dingkuhn
    Replies
    556
    Views
    59,325

    Sticky: Re: Bug Reports

    Hi again!
    I spotted missing shields for Ioviani Iuniores Palatini (screenshot 1) and missing description for Castellum Comitatum (screenshot 2), Castellum Palatium (screenshot 3) and Castrum...
  4. Thread: Bug Reports

    by Dingkuhn
    Replies
    556
    Views
    59,325

    Sticky: Re: Bug Reports

    That bit of information is also really useful! Thanks :)
  5. Thread: Bug Reports

    by Dingkuhn
    Replies
    556
    Views
    59,325

    Sticky: Re: Bug Reports

    Oh wow, that was quick... You're awesome man, thanks! :D



    That is really, really helpful to know! Thanks a lot for your time, I'm really glad the mod is under such benevolent hands ^.^

    Also...
  6. Re: List of mods included in/compatible with FotE

    Nice! Thanks for the link and the infos mate ^^
  7. List of mods included in/compatible with FotE

    Hello dear FotE community,

    I'd like to know whether there exists a list of mods included in FotE, as well as a list of mods compatible with FotE (and if so, where I can find such list(s)).
    ...
  8. Thread: Bug Reports

    by Dingkuhn
    Replies
    556
    Views
    59,325

    Sticky: Re: Bug Reports

    My bad... :whistling Alaric's Uniform Unit Height was actually causing most of the glitches mentioned above (as well as the uniform looking units). The only one that remained after I deativated all...
  9. Thread: Bug Reports

    by Dingkuhn
    Replies
    556
    Views
    59,325

    Sticky: Re: Bug Reports

    Hello!

    First of: thank you so much for updating this mod! I've been waiting for so long to go back to Attila because I wanted to play it with a mod of the quality and completeness of FotE as it...
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    893

    [Proposal] Re: Lore friendly army recruitment

    Damn, from those programs I only ever used PFM and a hex editor, and the latter only for editing rigid model files. Sounds quite challenging ^^'

    I will see what I can do with the time I have...
  11. Replies
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    893

    [Proposal] Re: Lore friendly army recruitment

    I never worked with startpos before but I would have been confronted with it at a time when another, so I am willing to learn how to mod it alongside other things. Plus I like the idea behind your...
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    125,401

    Re: Total War: Warhammer II announced

    With so many beast or beast-related units missing, they could do a "Beast of War" DLC ala Rome II.


    It could include:

    HE: Lothern Skycutter (hopefully with Sea Helms as hero/lord that has it...
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    893

    [Proposal] Re: Lore friendly army recruitment

    Thanks for the tip. I'm also fine with just fine with doubling or trippling the cap upon conquest of the Tower, so that it remain an exceptional unit, even when controlling their homeland.


    ...
  14. Replies
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    893

    [Proposal] Re: Lore friendly army recruitment

    I understand that the AI of this game is quite limited, and that it won't actively look for regions that would allow it to expand its choice of recruitment. I played quite a number of campaigns and...
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    893

    [Proposal] Re: Lore friendly army recruitment

    I suppose you mean the unlocking of the RoRs in particular, right? The regular units stuff can be done, I assume, by creating variants of the buildings producing them and then restricting the latters...
  16. Replies
    15
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    893

    [Proposal] Lore friendly army recruitment

    Hello fellas!

    I recently had the idea to create a mod that would restrict unit/hero/lord recruitment (and as a result army composition for both the player and the AI) in a way more fitting to the...
  17. Replies
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    11,799

    Re: Warhammer 2 possible DLC(s) SteamDB

    Hey guys. I have been thinking about something: since the Kharibdyss came out as a part of the latest Lord Pack, making it unbalanced in terms of content per race (4 new units for the DE vs. 3 for...
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    Re: Total War: Warhammer II announced

    Also:



    Kharibdyss confirmed.
  19. Replies
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    Sticky: Re: [Tech] 1.2 Bug Reports

    Don't know if it has been reported yet, but the Kentronakan Doriphoroi are missing their spears :tongue:
  20. [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    I opened the mask file and saved the individual channels as three separated .dds files (only with colours, no alpha). To do this properly you need to generalize the channel you want to save to the...
  21. [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Another question: it seems like there is some kind of limitation on how many variants a unit model can use. I know that in Attila variants were capped at five per slot, however the limit does not...
  22. [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Hmm... I think I will give Gimp another shot. Thank you for the information mate.

    EDIT 1: Unfortunately Gimp does not seem to work well with some mask files, like the Peasants Bowmen or the Men at...
  23. [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    I believe Gimp does not handel the three different colour channels, but only the first one.


    Sent from my iPhone using Tapatalk
  24. [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Hey again,

    I finally got myself a version of Photoshop! I can now distinctly see the different alpha channels for the faction colours. What I would like to do now, is copy the selection surface of...
  25. [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Thank you for the reply Steph. I know about this table, but the problem is that I plan to do this for a LOT of units, for all factions; and that would mean a lot of entries... Or maybe leaving the...
  26. [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Hey guys!

    I was wondering whether it is possible to replace the faction color for a unit model by custom colors that do not vary across factions. It was possible in Attila by adding something like...
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    796
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    125,401

    Re: Total War: Warhammer II announced

    As for the next 'Lords Pack' DLC, I am starting to think that it will feature Alith Anar VS. Lokhir Fellheart, instead of Alarielle VS. Hellebron.

    Aside from the Shadow Warriors and the Kharibdyss...
  28. Replies
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    Re: Modder's Hub - Resources, Tutorial & More

    Thank you Swiss Halberdier, very much appreciated contribution! I will add these mods to the first post as soon as I have some time :thumbsup2
  29. [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    I did some research on Google, with key strings of words such as "gimp colored alpha layer plugin", yet found nothing. The problem is that if such a plugin really exist, I still have no idea what...
  30. [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    I was wondering the same. Do you know any free alternative to Photoshop?
  31. Edit the towers' projectile model and sound

    Hey folks,
    The title say it all: where can I find the DB table that allows to change the appearance and sound of the city towers' projectiles?

    Thanks :)
  32. Replies
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    Re: MATERIAL-data, how do they work?

    It seems like someone on Steam Workshop managed to get the results I wanted (link). I tried to do the same, but with my own custom textures; however it still doesn't work.

    Here is the .pack file...
  33. [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    From the modder on the blazing sun helmet in the comment section:


    As for the demigryph helmet I was referring to the sallet with the gorget, the one in the forefront of the cover picture. I...
  34. [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Thanks for the helpful reply Matmannen. If the textures are not alpha compatible (like it seems to be the case here), is there some way around to obtain the same result? I notice this mod, which...
  35. [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    It worked! Thanks a lot :)

    May I ask what the .material files are good for then, if the textures seem to apply just fine without them?

    Also, I tried to hide the Demigryph Knight's helmet crest...
  36. [Tutorial] Re: Sebidee's Complete Guide to Warhammer Unit Modding

    Hi there. I keep having the same problem when I try to apply a custom made texture to models that make use of .material files. If I leave the .material files untouched and just change the texture...
  37. Replies
    8
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    5,137

    Re: Modder's Hub - Resources, Tutorial & More

    Thanks a lot Caligula! I'll keep it updated :thumbsup2
  38. Replies
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    Views
    5,137

    Modder's Hub - Resources, Tutorial & More

    Modder's Hub
    Resources, Tutorials & More
    Template by Caligula




    Table of ContentsIntroduction
    Models & Textures
    Animations & Skeletons
  39. Re: [Suggestion] Big custom models and textures compilation

    Impressive template Caligula! Couldn't have done better. I will use it now :thumbsup2

    EDIT: Here you go
  40. Re: [Suggestion] Big custom models and textures compilation

    Thank you Caligula. I was actually thinking of this section of the forum. It looks like the appropriate place to me and it is not too inactive either.
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