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Thread: NEW: Gondor Unit Overhaul V2.0 for TATW 3.2

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  1. #1
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Gondor Armour Upgrades V1.2 is OUT! Complete rework of models/textures and new unit cards.

    @ almhimik
    did you created a new unit or is it just an edit of an existing?
    My thought was if a new, is the ratio increased in the frist line with +1 by you?
    Code:
    22 serialization::archive 3 0 0 0 0 1266 0 0
    And I wonder over the empty lines before and after the gondor levies in the B_M, never seen you may have such?

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  2. #2

    Default Re: Gondor Armour Upgrades V1.2 is OUT! Complete rework of models/textures and new unit cards.

    Quote Originally Posted by Ngugi View Post
    @ almhimik
    did you created a new unit or is it just an edit of an existing?
    My thought was if a new, is the ratio increased in the frist line with +1 by you?
    Code:
    22 serialization::archive 3 0 0 0 0 1266 0 0
    And I wonder over the empty lines before and after the gondor levies in the B_M, never seen you may have such?
    It is a new unit. It was added before and worked fine for tatw 3.1. When I added it in EDU of tatw 3.2 it ctds. In the bmdb file i increased the number at the top of the file accordingly. If the number was wrong, it would give a different error, i believe. I checked it many times, the number there is correct. Also, the spaces are for convenience and worked fine before.

    Here is the link to the "bugged" version of 1.2 for TATW 3.2: http://www.twcenter.net/forums/downl...o=file&id=3773
    It should work fine in theory, although it crashes for me. I need someone kind to create a fresh copy of a clean TATW 3.2 folder and try installing this. Let me know if it crashes and what it says. My mind is blown right now, being angry and not understanding WHY would it not work, when it worked fine so many times before. Anyone's help in this matter is greatly appreciated.

  3. #3

    Default Re: Gondor Armour Upgrades V1.2 is OUT! Complete rework of models/textures and new unit cards.

    I want to get back to modding, only plans as of now, but can't start anything untill I fix this. I ask for help once again:
    Quote Originally Posted by ALHIMIK View Post
    Here is the link to the "bugged" version of 1.2 for TATW 3.2: http://www.twcenter.net/forums/downl...o=file&id=3773
    It should work fine in theory, although it crashes for me. I need someone kind to create a fresh copy of a clean TATW 3.2 folder and try installing this. Let me know if it crashes and what it says. A crash log would be very helpful (found in "game directory"/logs). My mind is blown right now, being angry and not understanding WHY would it not work, when it worked fine so many times before. Anyone's help in this matter is greatly appreciated.
    Quote Originally Posted by Hermod View Post
    I tried the download on a clean install of 3.2 TATW and mine crashed as well. It briefly showed the loading screen from vanilla Med 2, with the heavy gothic knights and a blue background. Then it crashes and the little error box shows up but all it displays is an exclamation mark within a triangle, no text. Im sorry if thats not helpful but its all I could get. Also I succesfully opened a TATW 3.2 version without your download afterwards, so I think the only thing leading to the others crash was in the download. Once again I apologize that this is so vague but I though I would at least give you my feedback.
    Do you still have the crash log? I need to see if you are getting the same error as I am.

    To avoid confusion, I do not plan to work on TATW in the near future. V1.2 will probably remain the last version of the submod. However, EVERYONE GETS PERMISSION to use the models and textures in their own creations, so you do not have to ask me via PM anymore. The models were originally done by Mathaeus, but they undergone so much changes and many parts are new. Therefore I believe it is ok to not trouble him asking permission and avoid this hassle of permission chain going all the way up to King Kong. Afterall, mods are done by fans for fans with good intentions to collectively improve the game. Correct me if I am wrong.

  4. #4
    Hermod's Avatar Miles
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    Default Re: Gondor Armour Upgrades V1.2 is OUT! Complete rework of models/textures and new unit cards.

    I tried the download on a clean install of 3.2 TATW and mine crashed as well. It briefly showed the loading screen from vanilla Med 2, with the heavy gothic knights and a blue background. Then it crashes and the little error box shows up but all it displays is an exclamation mark within a triangle, no text. Im sorry if thats not helpful but its all I could get. Also I succesfully opened a TATW 3.2 version without your download afterwards, so I think the only thing leading to the others crash was in the download. Once again I apologize that this is so vague but I though I would at least give you my feedback.

    Best of luck to you or anyone else that can figure out the problem, because I really want this to work. You have done amazing work and I hope to see it incoorporated into the main TATW mod some day, or at the very least MOS.

  5. #5

    Default Re: Gondor Armour Upgrades V1.2 is OUT! Complete rework of models/textures and new unit cards.

    Quote Originally Posted by Hermod View Post
    I tried the download on a clean install of 3.2 TATW and mine crashed as well. It briefly showed the loading screen from vanilla Med 2, with the heavy gothic knights and a blue background.
    Forgot to mention. If you renamed your Third_Age_3 mod folder into for example Third_Age_3_submod, you have to edit that name in the TATW.cfg and Third Age.bat files as well. I am saying this because it should not show the vanilla med2 gothic knights background...

    Thanks for the effort, any help is appreciated.

  6. #6
    Hermod's Avatar Miles
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    Default Re: Gondor Armour Upgrades V1.2 is OUT! Complete rework of models/textures and new unit cards.

    I did change the cfg file to represent my newly named folder. Im far from an expert in editing the mod files though so I could have done something else accidently which could concievably be causing the vanilla med 2 screen to appear briefly before crashing, however it is only with this submod, all my other mods start up fine so im not really sure why that happens.

    Also when I check my log folder it is empty, not sure if that is normal but it is a fresh install of TATW 3.2 + your submod.

  7. #7

    Default Re: Gondor Armour Upgrades V1.2 is OUT! Complete rework of models/textures and new unit cards.

    No news on the compatibility issue? =/

  8. #8

    Default Re: Gondor Armour Upgrades V1.2 is OUT! Complete rework of models/textures and new unit cards.

    No news so far?

  9. #9

    Default Re: Gondor Armour Upgrades V1.2 is OUT! Complete rework of models/textures and new unit cards.

    Quote Originally Posted by Pipoka View Post
    No news so far?
    I have not looked at it since last time. The error appeared where it should not have. Never seen anything similar in previous versions. Hopefully, I will try to fix it in the near future.

  10. #10

    Default Re: Gondor Armour Upgrades V1.2 is OUT! Complete rework of models/textures and new unit cards.

    Ok good luck!

  11. #11
    baz44331's Avatar Ordinarius
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    Default Re: Gondor Armour Upgrades V1.2 is OUT! Complete rework of models/textures and new unit cards.

    can this be updated for patch 3.2?

  12. #12
    Mhaedros's Avatar Brave Heart Tegan
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    Default Re: Gondor Armour Upgrades V1.2 is OUT! Complete rework of models/textures and new unit cards.

    It is for 3.2
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  13. #13
    baz44331's Avatar Ordinarius
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    Default Re: Gondor Armour Upgrades V1.2 is OUT! Complete rework of models/textures and new unit cards.

    a right sry my bad its being one of those day lol. thx.

    I don't see 3.2 version
    so this is the one i need? v1.2 for clean TATW 3.1
    Last edited by baz44331; September 13, 2012 at 10:08 AM.

  14. #14

    Default Re: Gondor Armour Upgrades V1.2 is OUT! Complete rework of models/textures and new unit cards.

    Quote Originally Posted by baz44331 View Post
    a right sry my bad its being one of those day lol. thx.

    I don't see 3.2 version
    so this is the one i need? v1.2 for clean TATW 3.1
    You are having a good day, I hope. Unfortunately, no matter how much i tried, i could not make it work with TATW3.2. In theory the simplest modding possible, just including new units, yet all i get is errors. I will try my luck again later. Trust me, many hours and days were spent on this to no effect. Anyways, I believe some bigger mods included this submod in them, David's submod (FROGS, if i recall correctly). Otherwise you can play it with TATW3.1, it works perfectly there.

    Quote Originally Posted by Mhaedros View Post
    It is for 3.2
    Good day, friend! By any chance, do you have a 3.2-compatible version of this submod? By the way, looking forward for the Westeros TW release! I believe you are working with the team, best luck to you guys.

    PS: I have been passive in terms of modding the past six month, but I plan to get back. Not going to reveal anything, but I have already started progressing a little, something will come up eventually, I hope.

  15. #15

    Default Re: Gondor Armour Upgrades V1.2 is OUT! Complete rework of models/textures and new unit cards.

    ALHIMIK, would it be ok to post modified versions of your skins? With a prominent accreditation, of course.

  16. #16

    Default Re: Gondor Armour Upgrades V1.2 is OUT! Complete rework of models/textures and new unit cards.

    Quote Originally Posted by dIRECT0R View Post
    ALHIMIK, would it be ok to post modified versions of your skins? With a prominent accreditation, of course.
    Sorry for a late reply. I saw your PM yesterday, had no time to reply. Of course you can use my work in your modification. Wish you a lot of free time and inspiration for your modding!

  17. #17

    Default Re: Gondor Armour Upgrades V1.2 is OUT! Complete rework of models/textures and new unit cards.

    ALHIMIK if I can post an entirely good-will "bug" report, there appears to be a slight problem with your tier one (un-upgraded level "0") units: their heads aren't entirely attached to their bodies . I've noticed this particularly while playing with your Gondor Militia (gm0_lod0.mesh). In certain positions (some more so than others) one can clearly notice an empty space between the head of the model (groups 'head_01' through '03') and the body (groups 'body_01' through '03').

    You could probably best see it yourself by starting any game with unupgraded Gondor Militia and observing the back of the units for a while. You might particularly notice it when the units move about before ending deployment.

    I've tried to correct the slight problem with MilkShape but have thus far succeeded only in making it worse . If you could give it some attention I know I for one would be very grateful: that is the very basic, most common unit of the game's most-played faction.

    Otherwise, I'm very impressed with your models and skins .
    Last edited by dIRECT0R; November 17, 2012 at 06:48 PM.

  18. #18

    Default Re: Gondor Armour Upgrades V1.2 is OUT! Complete rework of models/textures and new unit cards.

    Quote Originally Posted by dIRECT0R View Post
    ALHIMIK if I can post an entirely good-will "bug" report, there appears to be a slight problem with your tier one (un-upgraded level "0") units: their heads aren't entirely attached to their bodies . I've noticed this particularly while playing with your Gondor Militia (gm0_lod0.mesh). In certain positions (some more so than others) one can clearly notice an empty space between the head of the model (groups 'head_01' through '03') and the body (groups 'body_01' through '03').

    You could probably best see it yourself by starting any game with unupgraded Gondor Militia and observing the back of the units for a while. You might particularly notice it when the units move about before ending deployment.

    I've tried to correct the slight problem with MilkShape but have thus far succeeded only in making it worse . If you could give it some attention I know I for one would be very grateful: that is the very basic, most common unit of the game's most-played faction.

    Otherwise, I'm very impressed with your models and skins .
    Just noticed your post. Thanks for pointing it out. That bug can be fixed with a few clicks. Unfortunately, I am currently not working on this submod anymore. However things may change after 4.0 release. I find it quite pointless at the moment to update things to 3.2. And you know I have spent literally days trying to update it. Still have not figured out what was the problem. I know Mhaedros has incorporated it into his 3.2 version. Though he has other mods installed as well.
    Quote Originally Posted by Pipoka View Post
    Still no 3.2 version eh? Too bad =/ I'd take a look at it myself but I know nothing about modding TW...

    Still this is a great submod. really hope someon manages to update it
    Sorry my friend. I am soon releasing something different, which is not TATW related. However, after 4.0 release I may turn back to TATW. Thanks man for not losing hope.

  19. #19

    Default Re: Gondor Armour Upgrades V1.2 is OUT! Complete rework of models/textures and new unit cards.

    Still no 3.2 version eh? Too bad =/ I'd take a look at it myself but I know nothing about modding TW...

    Still this is a great submod. really hope someon manages to update it

  20. #20

    Default Re: Gondor Armour Upgrades V1.2 is OUT! Complete rework of models/textures and new unit cards.

    Shouldn't be a double-post since the previous one was long time ago...

    Now straight to the point, after long break, I am back to modding and currently working on an open-source revamp of M2TW vanilla rosters.

    Screenshots
    Spoiler Alert, click show to read: 






    More can be found here in a little preview I made for Deus lo Vult (well, DLV deserves some publicity, hell yeah!?): http://www.twcenter.net/forums/showthread.php?t=583194

    I am starting with light units first, as these tend to be disregarded. However, I find that in most mods light troops tend to be the ones used most during campaigns. Some important points about this work:

    1) These models and related files are completely made by me. I literally opened a new file in milkshape and started creating verices and polygons, then mapped it, textured, corrected errors, adding more polygons and textures during the process. Exceptions being are "hands", that come from vanilla M2TW, and "italian militia body", which was taken as a starting base for creating bodies, later to be considerably tweaked and increased in poly count (the front part is split and opened between legs), remapped as well.

    2) Basing on the first point, these models and textures will be released as an open-source material for the community. In other words, these will be allowed to be used in any mods out there. However, some changes tweaks will probably be required, partial retexturing for instance depending on a mod's need.

    3) It will be released as a small mod with only custom battle available, so the interested modders can test them in-game first. All of the source materials will be included as well. For the first release, which is planned to be very soon, only peasant/levy tier of units will be available. However, these will be stuffed with various weapons. Ideally I plan to add additional useful models/textures etc as the open-source modification progresses. Not only making some cool high-poly units, but also creating a database of all sorts of weapons, bodies etc.

    4) I also plan to make a series of tutorials as the modification progresses, learning and sharing experiences on the go. In the past one month, I have encountered so many problems, errors and challenges, also learned many useful tricks, techniques and workarounds. I wish to share those with the beginners.

    I want to end this announcement with this famous quote: "If I have seen yonder, it is by standing on the shoulders of giants." — Sir Isaac Newton

    If you ask me why this quote, modders must appreciate the work of previous "giants", who discovered the world of modding, created useful tools and so on. These are people like KnightErrant and GrumpyOldMan for their GOAT and GOM tools, Germanicus for his progresses with AI, GrnEyedDvl for his mapping tutorials and many others. Also AnthoniusII, Ishan, Moon and many more who were helping when I just started modding.
    Last edited by G|I|Sandy; January 08, 2013 at 07:28 PM.

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