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  1. #1

    Default Late Knights Sub Mod (Retexture)

    Since I updated the 15th Century Armour pack for Mount & Blade: Warband, I realised that it wouldn't be fair to leave out my Stainless Steel buddies..... So I've tried my best to edit the textures and bring the Late Knights mod for Stainless Steel up to date (the new release will come with the Hospitaller fix included).

    So far all I've done is retexture two of the steel breastplates and one of the faulds and replaced them with textures I've based off of real life pieces of armour that I took from various sources, including Osprey books and effigies. I've left most of the other items alone, especially the tabard textures, as someone else has worked on them in the past and done a wonderful job, so I saw no sense in changing them.

    In the editor:-
    Spoiler Alert, click show to read: 


    And in game:-
    Spoiler Alert, click show to read: 


    I've removed the modders resource version of this and made it an actual mod, so now all you need to do is just unpack it into the data folder and run the game.

    You can grab the two most recent versions of this mod here:-

    http://www.mediafire.com/?1lavb44sazms72h - For Vanilla Stainless Steel version 6.4, just unpack it into the SS6.3 data folder and you're good to go... No messing around with the battle_models.modeldb file.

    &

    (Due to popular request)
    http://www.mediafire.com/?5e2ve0z6q9yxo3i - For Stainless Steel 6.4 with Caudillo87's Roman_Persian Mod. Same as above - just unpack it into the SS6.3 data folder.

    For the full details and changelog, please click below to expand.

    Spoiler Alert, click show to read: 

    Please note that these files made for Stainless Steel 6.4, so make sure you make backup your original files before you change them.

    This mod not only fixes the missing neck bug and some of the texture and normal mapping issues with the original Chivalric Knights, but it also adds an enhanced model and texture set for the upgraded version of the Chivalric Knights, including most of those sub-units based on that inital model mesh.
    These changes are primarily cosmetic and are an attempt to make the later versions of the Chivalric Knights and Men at Arms look more like some of the illustrations and effigies found in the Osprey books and online sources. This also helps them blend more seamlessly between the Mail and Great Helm clad Feudal Knights and the Sallet and Maximillian style armoured Gothic Knights/Gendarmes.

    The units that have been edited in this way include the following:-
    * Chivalric Knights & Dismounted Chivalric Knights
    * Noble Knights & Dismounted Noble Knights
    * Imperial Knights & Dismounted Imperial Knights
    * Portuguese Knights & Dismounted Portuguese Knights
    * English Knights (King's Men) & Dismounted English Knights (Dismounted King's Men)
    * Eastern European Chivalric Knights & Dismounted Chivalric Knights (Banderium)
    * Royal Banderium
    * Southern European Men-at-Arms & Dismounted Men-at-Arms
    * Northern European Men-at-Arms & Dismounted Men-at-Arms
    * Northern European Late Bodyguard.
    * Southern European Late Bodyguard.
    * Broken Lances & Dismounted Broken Lances
    * Genoese Patricians
    * Knights Templar & Dismounted Knights Templar
    * Knights Hospitaller & Dismounted Knights Hospitaller
    * Mercenary Knights
    * German Mercenary Knights
    * Condottieri

    CHANGE LOG
    1.0 - Initial Release
    1.01 - Fixed missing texture for Knights_Hospitaller_ug2
    1.02 - Updated the Broken Lances, Dismounted Broken Lances, Genoese Patricians and the Mounted and Dismounted King's Men (English Knights).
    Retextured one set of Plate Faulds and two Cuirasses for each faction with those that are more historically accurate.
    Italian units have an increased likelyhood that they will spawn with Milanese style Armets in place of Bascinets and the pointed English/Flemish style sallets, while their English counterparts will spawn with more Sallets 'etc'.
    1.03 - Updated the battle_models.modeldb entries.txt to replace all instances of 'Final Knights Heads_slave_norm' with 'Final Knights Heads_base_norm'as these two files were identical and just took up space. [Caution - for those of you who have downloaded this mod before, be advised that this version 1.03 is not backwards compatible and requires you to re-edit the battle_models.modeldb file again]


    Best,

    Baraban Sternaxe.



    P.S.
    Here's the original thread for the Mount & Blade: Warband '15th Century Armour Mod' I used the original textures for, if anyone is interested in seeing them in use on more detailed meshes:-
    Spoiler Alert, click show to read: 


    Enjoy!
    Last edited by Baraban; February 25, 2013 at 02:00 AM. Reason: Added Mediafire Links and removed dead ones.

  2. #2
    Overlord.ru's Avatar Centenarius
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    Default Re: Late Knights Sub Mod (Retexture)

    Good. are you gonna adjust other knights?

  3. #3

    Default Re: Late Knights Sub Mod (Retexture)

    Yeah, I'll probably do a few more if there's enough of a demand for them. Were there any in particular you'd like to see updated in a similar way?

    The units that have been edited so far include the following:-
    Spoiler Alert, click show to read: 

    (I think most, if not all of these were added to SS6.4 already)

    * Chivalric Knights & Dismounted Chivalric Knights
    * Noble Knights & Dismounted Noble Knights
    * Imperial Knights & Dismounted Imperial Knights
    * Portuguese Knights & Dismounted Portuguese Knights
    * Eastern European Chivalric Knights & Dismounted Chivalric Knights (Banderium)
    * Royal Banderium
    * Southern European Men-at-Arms & Dismounted Men-at-Arms
    * Northern European Men-at-Arms & Dismounted Men-at-Arms
    * Northern European Late Bodyguard.
    * Southern European Late Bodyguard.
    * Knights Templar & Dismounted Knights Templar
    * Knights Hospitaller & Dismounted Knights Hospitaller
    * Mercenary Knights
    * German Mercenary Knights
    * Condottieri
    * Late Northern European General's Bodyguard
    ** And as a bonus I've also thrown in a ug2 model for the Teutonic Ritterbruder & Dismounted Ritterbruder - despite the fact that the winged helmets were being phased out by this stage in the armour development, I've retained some in this model, just for the die-hard fans.

  4. #4

    Default Re: Late Knights Sub Mod (Retexture)

    Very nice! + rep

  5. #5
    Overlord.ru's Avatar Centenarius
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    Default Re: Late Knights Sub Mod (Retexture)

    To make it clear, are you going to change the skins of certain armor pieces, or are you going to reskin the whole unit, or are you just changing textures ?

    Could you pleaaaassssse make a new skin(or whatever) for the english knights? They look simply awful.

    If you could make them look like this Attachment 207244 or this Attachment 207245 that would be simply great! OR you could use both looks for different armor upgrades.

    Also, it would be really great if you adjusted heavy swordsmen unit(England) and all those men-at-arms units.

    ...and could you make italian gothic plate (the one french lancers and genoese famiglia ducale wear) to look more like this? Attachment 207246

    And in case you don't have those pictures, here is an example for partial and full plate armor. A piece of inspiration for you
    Attachment 207247
    Attachment 207248

    Personally, I would love to see more massive and bigger shoulders.
    Can't wait for the first release!
    Last edited by Overlord.ru; February 27, 2012 at 02:08 PM.

  6. #6

    Default Re: Late Knights Sub Mod (Retexture)

    Only some minor mesh and texture changes. For the most part I've only tried to change the vanilla textures in the files, the reason being that there's a lot of work already in there that's been done by some of the original SS team and I wouldn't feel comfortable replacing someone elses hard work, more so since it looks like a lot of time and effort has gone into it.

    The Southern Late Generals Bodyguard, Broken Lances and Genoese Patricians can all be brought up to date using similar meshes as the Italian Condottieri (see below). Which are very close to the Milanese armour from that book the images were taken from ('Knight - Noble Warrior of England' by Christopher Gravett).
    Spoiler Alert, click show to read: 


    As for the English Knights, as mentioned earlier; they use a lot of custom made textures and meshes so if I was going to update their mesh and textures, I'd feel more comfortable doing it as an armor upgrade so as not to overwrite someone elses work. I'll take a look at them anyway and see what I can do.

  7. #7
    Overlord.ru's Avatar Centenarius
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    Default Re: Late Knights Sub Mod (Retexture)

    That's a pitty

  8. #8

    Default Re: Late Knights Sub Mod (Retexture)

    Finished the testing for each faction and even found the time to add a new variant for the English Knights/King's Men; which I've used as an armour upgrade for England to try and keep as much of the original artists work as intact as possible.

    You can grab the file here:-

    http://www.4shared.com/rar/Vl02GoPw/...SS64_v102.html

    Remember to read the installation instructions in the readme file carefully beforehand, and please don't attempt this unless you're comfortable with editing the battle_models.modeldb file.

    For the full details and changelog, please click below to expand.

    Spoiler Alert, click show to read: 
    Please note that these files made for Stainless Steel 6.4, so make sure you make backup your original files before you change them.

    This mod not only fixes the missing neck bug and some of the texture and normal mapping issues with the original Chivalric Knights, but it also adds an enhanced model and texture set for the upgraded version of the Chivalric Knights, including most of those sub-units based on that inital model mesh.
    These changes are primarily cosmetic and are an attempt to make the later versions of the Chivalric Knights and Men at Arms look more like some of the illustrations and effigies found in the Osprey books and online sources. This also helps them blend more seamlessly between the Mail and Great Helm clad Feudal Knights and the Sallet and Maximillian style armoured Gothic Knights/Gendarmes.

    The units that have been edited in this way include the following:-
    * Chivalric Knights & Dismounted Chivalric Knights
    * Noble Knights & Dismounted Noble Knights
    * Imperial Knights & Dismounted Imperial Knights
    * Portuguese Knights & Dismounted Portuguese Knights
    * English Knights (King's Men) & Dismounted English Knights (Dismounted King's Men)
    * Eastern European Chivalric Knights & Dismounted Chivalric Knights (Banderium)
    * Royal Banderium
    * Southern European Men-at-Arms & Dismounted Men-at-Arms
    * Northern European Men-at-Arms & Dismounted Men-at-Arms
    * Northern European Late Bodyguard.
    * Southern European Late Bodyguard.
    * Broken Lances & Dismounted Broken Lances
    * Genoese Patricians
    * Knights Templar & Dismounted Knights Templar
    * Knights Hospitaller & Dismounted Knights Hospitaller
    * Mercenary Knights
    * German Mercenary Knights
    * Condottieri
    ** And as a bonus I've also thrown in a ug2 model for the Teutonic Ritterbruder & Dismounted Ritterbruder - despite the fact that the winged helmets were being phased out by this stage in the armour development, I've retained some in this model, just for the die-hard fans.

    CHANGE LOG
    1.0 - Initial Release
    1.01 - Fixed missing texture for Knights_Hospitaller_ug2
    1.02 - Updated the Broken Lances, Dismounted Broken Lances, Genoese Patricians and the Mounted and Dismounted King's Men (English Knights).
    Retextured one set of Plate Faulds and two Cuirasses for each faction with those that are more historically accurate.
    Italian units have an increased likelyhood that they will spawn with Milanese style Armets in place of Bascinets and the pointed English/Flemish style sallets, while their English counterparts will spawn with more Sallets 'etc'.


  9. #9
    Overlord.ru's Avatar Centenarius
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    Default Re: Late Knights Sub Mod (Retexture)

    That's at least something Thx.

  10. #10

    Default Re: Late Knights Sub Mod (Retexture)

    You're welcome.

    If anyone else has any problem or comes across any bugs that I might have missed, then please don't hesitate to post them on this thread or send me a PM and I'll try and reply to you as soon as I am able.

  11. #11

    Default Re: Late Knights Sub Mod (Retexture)

    can i download the file without registering?
    Last edited by CostantinoXI; March 01, 2012 at 11:52 AM.

  12. #12

    Default Re: Late Knights Sub Mod (Retexture)

    I really like the style, I play myself Mount and Blade Warband, and I saw the progress Archangel 2k made on the taleworld forum with his masterworks back when he was working on Prophesy of Pendor and he wasn't unjustly banned by the administrators. It pleased me to see that he is still doing fantastic pieces.

    Could I ask you to upload the files to another easier uploading site like this one http://www.mediafire.com/ if it doesn't bother you

  13. #13

    Default Re: Late Knights Sub Mod (Retexture)

    Quote Originally Posted by Whiligelm View Post
    I really like the style, I play myself Mount and Blade Warband, and I saw the progress Archangel 2k made on the taleworld forum with his masterworks back when he was working on Prophesy of Pendor and he wasn't unjustly banned by the administrators. It pleased me to see that he is still doing fantastic pieces.

    Could I ask you to upload the files to another easier uploading site like this one http://www.mediafire.com/ if it doesn't bother you
    Thanks Whiligelm, it was Brendan (Archangel2K) that helped to teach me the basics of how to edit his original Warband models and he even gave me permission to do the Warband versions of the 15th Century Warband armour pack based on his base meshes..... But that was just for Warband... And just as long as I gave both Narf and him credit 'etc'.

    The Medieval Total 2 War textures and helmets models however are all versions that I have redone almost from scratch to fit into this game, or are edited from those that already come with vanilla Medieval 2...... I'm into history of the Wars of the Roses and the Hundred Years War, so unfortunately I'm not a huge fan of the whole fantasy textures, elfy themes and big WoW pauldrons that A2K was into when he did his Prophesy mod, so I just made some new textures that were more authentic to what I'd seen in the Osprey books and effigies posted online.
    I did play around with the idea of trying to import the Warband body into Medieval 2 but thought better of it when I realised that it was far too detailed and would probably end up crashing everyones rig with about 100 of 'em on screen.....

    I hope it looks okay in-game though, as unlike A2K, I'm a complete beginner and not a pro artist.

    @ConstantinoXI Yeah, it looks like they've changed it... It used to be that anyone could download from it without registering..... I'll try and use that mediafire one that Whiligelm dude above mentioned and see how it works..... Hang on.

  14. #14
    Matthæus's Avatar Knez Bribirski
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    Default Re: Late Knights Sub Mod (Retexture)

    how about re-texturing the legs on these models too ?

    PS
    good work

  15. #15

    Default Re: Late Knights Sub Mod (Retexture)

    Very, very nice indeed.

  16. #16

    Default Re: Late Knights Sub Mod (Retexture)

    Okay my Stainless Steel buddies, I've uploaded the file to Mediafire instead, as per the excellent request of Whiligelm, so hopefully it should be good to go..... *thumbs up*

    Spoiler Alert, click show to read: 

  17. #17

    Default Re: Late Knights Sub Mod (Retexture)

    i see all my units in this way ....... O_o

  18. #18

    Default Re: Late Knights Sub Mod (Retexture)

    Quote Originally Posted by CostantinoXI View Post
    i see all my units in this way ....... O_o
    Ahh...That looks like something's gone wrong in the battle_models.modeldb file, is this happening to all your units or just certain ones? Which entries in the battle_models.modeldb file did you change, and if possible can you post it here as code in a spoiler, so I can have a look at it?

    In the meantime I'll have another look at the HRE units in-game.... I'm positive they looked fine when I tested them out last night..

    *Update*
    Tested the HRE and Venice using the units that were changed and they look okay on mine, I recognise the parts that are using the wrong texture as belonging to the Attachments Set.
    Are you using any other mods that change the battle_models.modeldb file? As it looks like the textures being used are the final special heads_* instead of final knights heads_*. I'll be able to verify this once you reply, and I'll try and see if I can help fix it for you....

    *Update 11:17 GMT*
    I have some good news. I've managed to duplicate your bug ConstantinoXI.
    The unit in your picture above is the Broken Lances for Venice, so I found their entry in the battle_models.modeldb file, and changed the code for their attachments from this:-
    6 venice
    66 unit_models/AttachmentSets/Final Knights Heads_venice_diff.texture
    64 unit_models/AttachmentSets/Final Knights Heads_base_norm.texture 0

    To this:-
    6 venice
    59 unit_models/AttachmentSets/Final heater_venice_diff.texture
    59 unit_models/AttachmentSets/Final heater_venice_norm.texture 0


    And suddenly my units looked exactly the same way yours do in the post above!!!..... What this means is that the replacement entries for the battle_models.modeldb file weren't copied and pasted for each unit you wanted to install correctly. If you don't know how to do this, or need help, then just let me know and I'll talk you through it.
    Last edited by Baraban; March 01, 2012 at 05:29 PM. Reason: Possible cause for bug found

  19. #19

    Default Re: Late Knights Sub Mod (Retexture)

    I installed the textures of serbian Hussars (which does not involve a change in the model db),,,,,, I have put your textures in their folders, but I have not changed modeldb because it looks identical to standard modeldb of ss 6.4

    also this is my log:
    Last edited by CostantinoXI; March 01, 2012 at 05:28 PM.

  20. #20

    Default Re: Late Knights Sub Mod (Retexture)

    Quote Originally Posted by CostantinoXI View Post
    I installed the textures of serbian Hussars (which does not involve a change in the model db),,,,,, I have put your textures in their folders, but I have not changed modeldb because it looks identical to standard modeldb of ss 6.4

    also this is my log:
    Sadly the battle_models.modeldb file has been changed again to take into account the changes done to the SE Late Bodyguards, English Knights and Broken Lances... If you use the txt file called battle_models.modeldb entries.txt that comes in the Late Knights Mod file, you can use it to check and compare the entry for each unit that looks messed up, then just copy and paste the new entries over the old ones, and you should have it up and running perfectly in no time at all!

    Just remember to back up your old file.

    Shout if you need help and I'll see what I can do.

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