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Thread: Evil Factions Reskin 0.3.1 by Brevi

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  1. #1

    Default Re: Evil Factions Reskin 0.3 by Brevi

    I think I can get it working, just need to clear it up, but I hate when I make a mistake... My hair is literally falling out right now, so I should probably stop...

  2. #2

    Default Re: Evil Factions Reskin 0.3 by Brevi

    Quote Originally Posted by Berserker1
    I think I can get it working, just need to clear it up
    That's the spirit. I have explained the texture use for you in a few post up. I hope you understand now that it's not my dirty tricks to make it harder to implement. Every little texture there does something. ^^

    Oh and Saladin, I have two installs ... one with the unchanged files and one with my mod development installed. My mod overwrites the old stuff everywhere it can.
    Evil Factions Reskin 0.3.1 is now out! Check it out HERE.

  3. #3
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    Default Re: Evil Factions Reskin 0.3 by Brevi

    ah ok then, good luck berserker, once you climbed that models.db mountain it's get fairly easier to code in new units for mods.

  4. #4

    Default Re: Evil Factions Reskin 0.3 by Brevi

    I just went outside with my dog, let him chew a stick, slept a little, contemplated how shallow women are, and then I went back to this. BAM, it works, no problem. I guess sometimes all it takes is a little bit of time to let things defragment, amazing. I feel sorry for people who work 60 hours a week.

    Anyways, some suggestions:
    -upgrade models? If you feel up to it, it would add some spice to the game. I think upgrade is whenever you add +1 armor, right? Not sure
    -White hand on raider shields?
    -another white hand on shield, except with a bigger, more blurry hand? Though it is fine how it is, if you feel like you want to, go ahead.
    question:
    I did not add the goblin wargs, because technically they do not exist in description_buildings (for RC). Or perhaps the soldier model name, under the actual unit name does not matter? So, all I need to do, is simply put the goblin wargs in the models area, etc, then just put it in modelsdb, and in the EDU? Just wondering if I have to do anything in EDB?

    Once I get it all done, I should perhaps post the RC configuration? Then, it would be done for RC users

    Spoiler Alert, click show to read: 
    Well try to make my submod compatible by the end of the day, trust me, it will go well with this.
    Last edited by Berserker1; June 30, 2010 at 02:34 PM.

  5. #5

    Default Re: Evil Factions Reskin 0.3 by Brevi

    I guess I'll have to wait until 2.0 then. Don't want to mess with around my TATW folder, It usually end up very bad Anyway nice work so far!
    "Faithless is he that says farewell when the road darkens"

    http://www.moddb.com/mods/morrowind-rebirth

  6. #6

    Default Re: Evil Factions Reskin 0.3 by Brevi

    You have rc? If so, I can probably get it working in about 2 days.

  7. #7

    Default Re: Evil Factions Reskin 0.3 by Brevi

    Answers for Berserker1 in the spoiler
    Spoiler Alert, click show to read: 

    Quote Originally Posted by Berserker1
    I just went outside with my dog, let him chew a stick, slept a little, contemplated how shallow women are, and then I went back to this. BAM, it works, no problem. I guess sometimes all it takes is a little bit of time to let things defragment, amazing. I feel sorry for people who work 60 hours a week.
    I'm glad you could make it work. I work 56 hours a week sometimes... oh well.
    Quote Originally Posted by Berserker1
    Anyways, some suggestions:
    -upgrade models? If you feel up to it, it would add some spice to the game. I think upgrade is whenever you add +1 armor, right? Not sure
    Yeah I have though of that myself but there is so much I want to improve first. That is for some very future version.
    Quote Originally Posted by Berserker1
    -White hand on raider shields?
    The white hand is my little attempt to make some unique variation to the Heavy Uruk-Hai, giving it to the Raiders too would ruin that unique feel.
    Quote Originally Posted by Berserker1
    -another white hand on shield, except with a bigger, more blurry hand? Though it is fine how it is, if you feel like you want to, go ahead.
    Possibly, but I will do it later. Thanks for the suggestions.
    Quote Originally Posted by Berserker1
    I did not add the goblin wargs, because technically they do not exist in description_buildings (for RC). Or perhaps the soldier model name, under the actual unit name does not matter? So, all I need to do, is simply put the goblin wargs in the models area, etc, then just put it in modelsdb, and in the EDU? Just wondering if I have to do anything in EDB?
    Hmmm, I'm not too familiar with RC. For the gray wolfies to work you need to add this part in the modelDB:
    Spoiler Alert, click show to read: 
    16 mount_warg_camel
    1 4
    67 unit_models/mounts/heavy_horse/mount_warg_camel_converted_lod0.mesh 121
    67 unit_models/mounts/heavy_horse/mount_warg_camel_converted_lod0.mesh 900
    67 unit_models/mounts/heavy_horse/mount_warg_camel_converted_lod0.mesh 2500
    67 unit_models/mounts/heavy_horse/mount_warg_camel_converted_lod0.mesh 10000
    2
    6 france
    60 unit_models/Mounts/Heavy_Horse/textures/Warg_texture.texture
    59 unit_models/Mounts/Heavy_Horse/textures/Warg_normal.texture
    42 unit_sprites/france_Mount_Camel_sprite.spr
    3 hre
    61 unit_models/Mounts/Heavy_Horse/textures/Warg_texture2.texture
    59 unit_models/Mounts/Heavy_Horse/textures/Warg_normal.texture
    42 unit_sprites/france_Mount_Camel_sprite.spr

    0 1
    5 Horse
    13 fs_camel_warg 0
    0 0 -1 0 0 0 0 0 0


    Quote Originally Posted by Berserker1
    Once I get it all done, I should perhaps post the RC configuration? Then, it would be done for RC users
    It's a very kind intention of you Berserker to do it for other RC users but my mod is not planned to support RC. Once I go over 1.0 in version I plan on making compatibility patches for RC and other very popular submods. Until then RC users will have to convert the mod manually. It's actually nice if people open up those files and see how it is done. They will have an image about how it was to create this thing.


    Quote Originally Posted by johanrosen
    I guess I'll have to wait until 2.0 then. Don't want to mess with around my TATW folder, It usually end up very bad Anyway nice work so far!
    Your choice mate. I wish you would give it a try to make those small code changes. The only models that will bug unless you fix them are Ugluk and Heavy Uruk-Hai.
    Last edited by Brevi; June 30, 2010 at 03:21 PM.
    Evil Factions Reskin 0.3.1 is now out! Check it out HERE.

  8. #8

    Default Re: Evil Factions Reskin 0.3 by Brevi

    Sounds good, but are sure I cant just make it compatible, I got to do it anyways. It would save you some time, or effort.

  9. #9

    Default Re: Evil Factions Reskin 0.3 by Brevi

    Quote Originally Posted by Berserker1 View Post
    Sounds good, but are sure I cant just make it compatible, I got to do it anyways. It would save you some time, or effort.
    Well I have no way to test it (or time) but if you are up to support it... I can post it on the first page and credit you for it, but then you need to answer questions and feedback in this thread and such about it. If this is ok then your my official RC mod compatibility team member. ^^

    If you are interested please write me a PM and we can talk details there and not in this thread.

    EDIT: Oh and before we would post such we need to contact the RC team if it's ok.
    Last edited by Brevi; June 30, 2010 at 05:18 PM.
    Evil Factions Reskin 0.3.1 is now out! Check it out HERE.

  10. #10
    Louis Lux's Avatar Into the Light
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    Default Re: Evil Factions Reskin 0.3 by Brevi

    I answered quickly and forgot to tell you that you don't really need permission to make compatible versions.

  11. #11

    Default Re: Evil Factions Reskin 0.3 by Brevi

    Aha, actually that makes sense. Thanks to both of you for the replies. ^^
    Evil Factions Reskin 0.3.1 is now out! Check it out HERE.

  12. #12

    Default Re: Evil Factions Reskin 0.3 by Brevi

    It is ready to be used, ABOVE YOU!

  13. #13
    Baywatch's Avatar Ducenarius
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    Default Re: Evil Factions Reskin 0.3 by Brevi

    Wow is all I can say to this. How far do you plan to go with this if I may ask? And if I may be so bold, may I suggest giving the heavy goblin units (Heavy Goblin Halberds, Heavy Goblin Infantry, and Heavy Goblin Archers) a go? After seeing what you've done to the Uruk Raiders and Archers I am fully convinced you could give them that menacing appearance that they are lacking compared to the other evil factions. Possibly just darken their armor up a bit, the Heavy Archers could also use some helmets. And if possible getting rid of those strange looking gray ponytails would also be a plus. Regardless of where you intend to go with this it's of excellent quality so far. +Rep for this.

    Clearly has his priorities straight.

  14. #14

    Default Re: Evil Factions Reskin 0.3 by Brevi

    Quote Originally Posted by Baywatch View Post
    Wow is all I can say to this. How far do you plan to go with this if I may ask? And if I may be so bold, may I suggest giving the heavy goblin units (Heavy Goblin Halberds, Heavy Goblin Infantry, and Heavy Goblin Archers) a go? After seeing what you've done to the Uruk Raiders and Archers I am fully convinced you could give them that menacing appearance that they are lacking compared to the other evil factions. Possibly just darken their armor up a bit, the Heavy Archers could also use some helmets. And if possible getting rid of those strange looking gray ponytails would also be a plus. Regardless of where you intend to go with this it's of excellent quality so far. +Rep for this.
    I'm glad you like it Baywatch. I'm planning to go on with this but I would like to see 2.0 released first before the next steps. If it takes really long still I will start doing something but ... yeah.

    The Goblins could use new looks indeed, they don't look bad but there is always space for more detail.
    Evil Factions Reskin 0.3.1 is now out! Check it out HERE.

  15. #15

    Default Re: Evil Factions Reskin 0.3 by Brevi

    I think your work is great, I went back to my old Isengard campaign just to see those little, reskinned, uruks fight again! Many thanks.
    So, may I ask what's your plan now? Which units are you going to rework now, or perhaps you'll add a few new units?
    Best regards!
    DCI: Last Alliance: Unit maker. Proud member of The Imperial House of Hader

  16. #16
    Wesserd's Avatar Tiro
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    Default Re: Evil Factions Reskin 0.3.1 by Brevi

    Where is Lurtz? because when i start a Isengard campaing i cant see him on the battle map.

  17. #17

    Default Re: Evil Factions Reskin 0.3.1 by Brevi

    Quote Originally Posted by Wesserd View Post
    Where is Lurtz? because when i start a Isengard campaing i cant see him on the battle map.
    Are you sure? He is supposed to be in the upper Duneland town. Please can someone confirm that Lurtz is there for them? I have it working at my PC.
    Evil Factions Reskin 0.3.1 is now out! Check it out HERE.

  18. #18
    Wesserd's Avatar Tiro
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    Default Re: Evil Factions Reskin 0.3.1 by Brevi

    Ive reinstalled, but still no Lurtz. o.o

    Edit: thanks for the help Brevi, i really want to play with lurtz .
    i just dont understand, everything works, except Lurtz. o.o
    Last edited by Wesserd; July 02, 2010 at 03:04 AM.

  19. #19

    Default Re: Evil Factions Reskin 0.3.1 by Brevi

    Quote Originally Posted by Wesserd View Post
    Ive reinstalled, but still no Lurtz. o.o

    Edit: thanks for the help Brevi, i really want to play with lurtz .
    i just dont understand, everything works, except Lurtz. o.o
    I will get to the end of this. But I just don't understand... in the file I have uploaded.
    data\world\maps\campaign\imperial_campaign\descr_strat.txt

    Check this code, Lurtz is defined to spawn in the northern Duneland town, I have just installed the zip, started the Isengard campaign and Lord Lurtz was there.
    Spoiler Alert, click show to read: 

    character Ugluk, named character, male, leader, age 40, x 164, y 189, portrait Ugluk, battle_model ugluk ;nan curunir
    traits Ugluk 1 , FactionleaderTO 1 , GoodCommander 2 , Austere 1 , PublicFaith 1 , ReligionStarter 1 , StrategyDread 1 , CaptorDread 1 , NightBattleCapable 1
    ancillaries king_isengard, saruman, isen_armour
    army
    unit Uruk-Hai Elite Bodyguards exp 2 armour 0 weapon_lvl 0
    unit Orthanc Guard exp 1 armour 0 weapon_lvl 0
    unit Snaga Skirmishers exp 1 armour 0 weapon_lvl 0
    unit Uruk-Hai Raiders exp 0 armour 0 weapon_lvl 0
    unit Snaga Archers exp 0 armour 0 weapon_lvl 0
    unit Snaga Archers exp 0 armour 0 weapon_lvl 0

    character Lurtz, named character, male, heir, age 25, x 159, y 207, portrait Lurtz, battle_model lurtz ;dunland hills
    traits FactionheirTO 1, LoyaltyStarter 1 , GoodCommander 2 , Austere 1 , PublicFaith 1 , ReligionStarter 1 , StrategyDread 1 , CaptorDread 1 , NightBattleCapable 1, Bloodthirsty 1
    ancillaries saruman
    army
    unit Elite Uruk-Hai Scouts exp 2 armour 0 weapon_lvl 0
    unit Dunlendings exp 1 armour 0 weapon_lvl 0
    unit Snaga Skirmishers exp 0 armour 0 weapon_lvl 0
    unit Snaga Archers exp 0 armour 0 weapon_lvl 0


    character Yagthak, named character, male, age 24, x 145, y 199, portrait Dunland ;dunland
    traits LoyaltyStarter 1 , GoodCommander 1 , Bloodthirsty 1 , NightBattleCapable 1
    ancillaries king_dunland
    army
    unit Uruk-Hai Bodyguards exp 0 armour 0 weapon_lvl 0
    unit Dunlendings exp 0 armour 0 weapon_lvl 0
    unit Snaga Skirmishers exp 0 armour 0 weapon_lvl 0


    I will make a full clean install of 1.4.1 and then I will try this again. But since I have uploaded this file, and it's in there... I just don't see how ... either the campaign would not start or if it starts then Lurtz must be there.
    Last edited by Brevi; July 02, 2010 at 07:41 AM.
    Evil Factions Reskin 0.3.1 is now out! Check it out HERE.

  20. #20

    Default Re: Evil Factions Reskin 0.3.1 by Brevi

    Quote Originally Posted by Brevi View Post
    I will get to the end of this. But I just don't understand... in the file I have uploaded.
    data\world\maps\campaign\imperial_campaign\descr_strat.txt

    Check this code, Lurtz is defined to spawn in the northern Duneland town, I have just installed the zip, started the Isengard campaign and Lord Lurtz was there.
    Spoiler Alert, click show to read: 

    character Ugluk, named character, male, leader, age 40, x 164, y 189, portrait Ugluk, battle_model ugluk ;nan curunir
    traits Ugluk 1 , FactionleaderTO 1 , GoodCommander 2 , Austere 1 , PublicFaith 1 , ReligionStarter 1 , StrategyDread 1 , CaptorDread 1 , NightBattleCapable 1
    ancillaries king_isengard, saruman, isen_armour
    army
    unit Uruk-Hai Elite Bodyguards exp 2 armour 0 weapon_lvl 0
    unit Orthanc Guard exp 1 armour 0 weapon_lvl 0
    unit Snaga Skirmishers exp 1 armour 0 weapon_lvl 0
    unit Uruk-Hai Raiders exp 0 armour 0 weapon_lvl 0
    unit Snaga Archers exp 0 armour 0 weapon_lvl 0
    unit Snaga Archers exp 0 armour 0 weapon_lvl 0

    character Lurtz, named character, male, heir, age 25, x 159, y 207, portrait Lurtz, battle_model lurtz ;dunland hills
    traits FactionheirTO 1, LoyaltyStarter 1 , GoodCommander 2 , Austere 1 , PublicFaith 1 , ReligionStarter 1 , StrategyDread 1 , CaptorDread 1 , NightBattleCapable 1, Bloodthirsty 1
    ancillaries saruman
    army
    unit Elite Uruk-Hai Scouts exp 2 armour 0 weapon_lvl 0
    unit Dunlendings exp 1 armour 0 weapon_lvl 0
    unit Snaga Skirmishers exp 0 armour 0 weapon_lvl 0
    unit Snaga Archers exp 0 armour 0 weapon_lvl 0


    character Yagthak, named character, male, age 24, x 145, y 199, portrait Dunland ;dunland
    traits LoyaltyStarter 1 , GoodCommander 1 , Bloodthirsty 1 , NightBattleCapable 1
    ancillaries king_dunland
    army
    unit Uruk-Hai Bodyguards exp 0 armour 0 weapon_lvl 0
    unit Dunlendings exp 0 armour 0 weapon_lvl 0
    unit Snaga Skirmishers exp 0 armour 0 weapon_lvl 0


    I will make a full clean install of 1.4.1 and then I will try this again. But since I have uploaded this file, and it's in there... I just don't see how ... either the campaign would not start or if it starts then Lurtz must be there.
    I would suggest you wait for 2.0 before going on such a venture.




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