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  1. [Released] Re: Sandel's Sakers and Demi cannons retexture

    Nice to see that still mods are developed for ETW! :) The reskin looks very nice!

    Regarding the small mods - I think it is ok to upload them again and open up a new thread when you give full...
  2. Re: [Preview] Mini-campaign - Númenor roster [WIP]

    Very nice! Looking forward for the release!
  3. Re: Where Did the Creators of N&S II Get High Poly Textures of their Soldiers?

    Depends on what you mean with "high poly textures". Details like wrinkels arent modeled but baked into the normal map (created with 3ds Max and Mudbox). The diffuse textures (color) were handcrafted...
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    Re: BAI scripting with Lua

    I'm afraid this is only used for historical battles :/
  5. [Tutorial] Re: Can anyone explain what lighting_matarials.xml does?

    Sorry I never worked with this file. If you want to try it out, simply change some entries to extreme values and see what happens on the battlefield. If nothing changes, it means that the file isn't...
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    [Tool] Re: UI converter now supports Shogun 2

    Izzy, did you already tried to add the gabionades? I always get a crash when i'm trying it :/
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    [Tool] Re: UI converter now supports Shogun 2

    Well, it mostly allows for changing the look of the UI. What I did for my North&South Mod for Napoleon was to create a complete new Main Menu look. But Mitch and Topcat also used it to introduce some...
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    Re: Strange textures on unitpart models

    With what settings did you both save the dds? It sounds to me, that the MipMaps (different level of details of a texture depending on distance) are mixed up.
  9. [Tutorial] Re: Exporting a custom garrisonable building model for Empire, Napolen and Shogun

    There are two ways - you can add cannons similar to how it's done for "bow towers" and the "star forts". In 3ds max place a helper object (those green cubes) there where you want the...
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    [Tool] Re: Sound fix for S2TW and expansions

    Wow, was the fix for the sound issues really that easy? Amazing work!
  11. Thread: Modding

    by Primergy
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    Re: Modding

    Depends on what you want to get out of it - if you just do it for yourself and your personal enjoyment then it's always worth it. If you want to become the most loved modder ever you might be late to...
  12. [Resource] Re: Exporting Artillery Pieces - Research Thread

    My guess would be, that you are using the wrong shader - with the maxscript for building export by CA you can assign different shaders but not all do work.
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    Re: Attrition -how do I add it?

    Sorry to disappoint you, but if it would be easy to add, the wali-mod wouldn't be the only one doing it, or?
  14. [Tutorial] Re: How to add a new faction and modify existing ones

    You can edit the ui_layout for the campaign faction screen file with a hex editor and replace the names there with the name of your custom faction. But the length has to be as long as the one which...
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    Re: Unit Atlas 'white marks' Issue

    Check the alpha channel, maybe there is a leftover.
  16. [Resource] Re: Imported ETW and NTW models_naval and Sail & Rigging logic into S2.

    I tried every shot avaible, tried to use naval shot types, even made land cannons to naval cannons. In land battles we're stuck with the crappy "special shot" system (well, maybe you can find a...
  17. [Resource] Re: Imported ETW and NTW models_naval and Sail & Rigging logic into S2.

    Too bad that this does only work for naval battles. I never suceeded in adding the ntw shots to shogun land battles. :no:

    I'm really amazed by the breakthroughs regarding naval models though!
  18. [Resource] Re: Imported ETW and NTW models_naval and Sail & Rigging logic into S2.

    I think this can be replicated, without the need to model completly new damage models. You could copy/paste the normal model and rename it as a damage model. Then using a hexeditor to change the...
  19. [Resource] Re: Imported ETW and NTW models_naval and Sail & Rigging logic into S2.

    You can edit the rules.bob file so that it exports rigid_models (though only, if the ship building process is using a rules.bob file)
  20. Re: North and south 2 RAH Edition campaign map Release

    Nice, thank you for creating a sub-mod :)
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    [Tool] Re: Campaign-Tree Generator

    It would be good, if you could explain it, for all the other people who are reading here :)
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    [Tutorial] Re: Adding Custom Animations to Shogun2

    Awesome!

    And thank you for writing it down!
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    Re: How to open the .anim extension?

    Better would be 2012 version since 2010 can not open all example models.
  24. Sticky: Re: North & South: American Civil War 2.0 New Maps, New Units, Bug Fixes, and MORE!!!!

    Ok, now is all said and we can return back to Slyks impressive work on the historical battle maps :)
  25. Sticky: Re: North & South: American Civil War 2.0 New Maps, New Units, Bug Fixes, and MORE!!!!

    Further questions about the NaS II for Shogun 2 please in the correct forum - this is the North&South Mod for Napoleon Total War ;)
  26. Sticky: Re: North & South: American Civil War 2.0 New Maps, New Units, Bug Fixes, and MORE!!!!

    @Marshal Blucher

    Thats the wrong North&South Mod you are writing in. Your screenshot shows Shogun 2 and the gettysburg map for Shogun 2 was not made by an offical member of any of the NaS mods ;)
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    [Resource] Re: Naval models editing

    In general i would be interested too.

    I tried to write a xml exporter for ship models in maxscript once, but my miserable maxscript skills found their master in some bugs i couldn't fix.

    Maybe...
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    Re: How to open .markers file?

    As far as i know there is some code for that in taws tools.
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    Sticky: Re: North&South II - Development Blog

    New Map from my winter map series finished:

    Pea Ridge - Day 1

    http://images.akamai.steamusercontent.com/ugc/84844418391084617/D769905CC78754E6F2613044FBC87B717ACEE9ED/

    Subscribe at the...
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    Re: Please explain projectile_trail_tables

    Never worked with those, but the easiest way to find out which value does what, is to change them one by one to absurd numbers, go ingame and see what has changed.
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    Re: Battlefield Smoke

    Go to the graphich options menu and change the settings? :D
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    Re: Battlefield Smoke

    Already tried to reduce the particles in the graphics options?
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    Re: Battlefield Smoke

    What do you want to do? But in general smoke effects are editable in the landbattle.xml
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    Re: luac files decompiling

    In general i would suggest to contact Taw via github, i don't think he will read this thread here and i don't think someone else can work with luac files.
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    Re: Original thread for North&South II

    I won't be able to work on the mod at least till September 2017. Only minor additions like here and there a new unit or a new battle map will be developed.
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    Sticky: Re: North&South II - Development Blog

    I finished a new battle map for fast paced 1v1 battles :)

    http://i304.photobucket.com/albums/nn166/Primergy/20161127174711_1_zpsfvzgsdv4.jpg
    ...
  37. Re: Creating New Single Player Campaign Battle Maps

    CA has done it for the old RTI campaign (all french forts were custom maps). Take a look at the episodescripting.lua, i tend to believe that the old code still might work in N:TW
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    Re: Original thread for North&South II

    Thanks, but i would rather like to outsource the campaign map.

    UI, units etc. is the easy and funny stuff. And in my freetime i want to do easy and funny stuff, and not things which annoy me -...
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    Re: Original thread for North&South II

    The work is kinda stalled at the moment, since my university degree and social life is simply far more important to me at the moment. So no big changes in the coming months.

    What i work on from...
  40. Poll: Re: [Shogun 2 2015] Most Popular Unit Pack and Stats, Gameplay, Visual/Audio and Miscellaneous Mod

    Voted!
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