I can't wait to see this mod out, everything has been well done. I'll check regularly. (Rome shall not fall again)
Map A)
Map b)
I can't wait to see this mod out, everything has been well done. I'll check regularly. (Rome shall not fall again)
hi all.since a week i ve been working in 2 jobs.i mean full time day and night.thats why i could not look at modding issues.it seems it ll countinue like that for some time.
Thank you, the past couple of days I have been blue printing the Numerus and Auxillia units and will now start putting them on pc so stay tuned, I should have all of the palatina units finished by tomorrow.
Will we see the ridge helmet on any of these units?
Every Numerus will have a different kind of Spangenhelm like the ones I made for the Boucellarii as well as the Auxillia.
Numerus Primiscutarii Palatina
The Primiscutarii Palatina were one of the existing palace units in Constantinople as mentioned in the 6th century. They will be recruitable only in Constantinople and only one can be mustered to fight for the emperor.
Credits:
*Leif_Erikson for his Late Roman Shields
*Rusicihi and Absinthia for their primary material
I am blown away!+rep
Sorry guys I had just finished putting the finishing touches of the other unit the Auxillia Prima Secunda Gemina but there was a problem with the ms3d file and it won't let me open it again so ill have to start from scratch after 4 hours of work. I still have the file so if anyone knows how to fix a file let me know other than that you'll all have to wait until another time. So sad...
P.s. I was experimenting with a high polygon model that Karaislam gave me, the model you see has a whopping 80000+ vertices and I may have to go back to the Rusichi head model if there is too much lag.
Last edited by Caudillo87; March 07, 2013 at 04:13 AM.
NICE!!! I really like it. Though the shield now has two handles (one horizontal - leifs textures - and one verical which you made in 3D). And I see some UV mapping issues on the lower part on the back of the shield.
We've all been there...! Just keep in mind that whatever you'll be redoing it will be even better than the first one. I always tell that to myself and often it's true.
80000+ vertices??!! That's like 110000 polygons! Including all variations in body, faces, equipment etc.? Geesh... And the head appears to be too big compared to the body. I'd recommend trying to run a 20 vs 20 battle with only these units and also a siege battle. For comparison: my units have around 20.000 polygons, but that includes all variations (8 helmets, 8 heads, 8 bodies, 4 legs, 2 greaves, 4 belts & scabbards, 4 pouches, 3 shields, 4 swords, 2 spears, 4 scarfs).
In all fairness - I've said it to Karaislam as well - having such a high-detail head is - to put it bluntly - pretty ridiculous. And, from a designer's perspective, i would be inconsistent if you don't make use of the same detail for the rest of the model. And ingame it could make the head stand out in a bad way due to lighting (for example eyes lighting up because it's in 3D and I believe disconnected from the rest of the face model).
I'm just saying: don't. Adding only a handful of extra polygons to that collar to make it look more round like I suggested a page earlier is one thing, going overboard with this is another...
Again, just saying...
Last edited by Razor; March 07, 2013 at 05:33 AM.
Sengoku: Total War (a Shogun mod for M2TW) - Work In Progress
Late Roman Era Campaign Map for M2TW
Late Roman Units for M2TW
Globalization: making someone else's problem your problem
TGC has many 25-27000 vertiges models.
They are heavy for most of pcs to hundle..Imagine what will happen with 80000 vertices models in game.
TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
Despite the mod is dead does not mean that anyone can use its material
read this to avoid misunderstandings.
IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.
i can also reduce the polgyon with just a click in maya if necessary.
relax guys.
my notebook i3 3 gb ram ati 5650.
i was making games with my full arabs.i did not realize a performance issue.
My PC can't handle so many verts. So its all map play for me
And those TGC verts are bad news for me... And for most of the players I know.
Last edited by NekoGenijalan; March 07, 2013 at 08:33 AM.
Exactly...We have tested 4 full armies with huge units in the same battlefield without any problem in 3-4 years old pcs and even older.
But we must not forget that moddeling is not a compatition of the bigest detail. Is a matter to allow the player to enjoy the battles visualy.
There lies the thin line between huge details and smooth play game.![]()
TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
Despite the mod is dead does not mean that anyone can use its material
read this to avoid misunderstandings.
IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.
Sengoku: Total War (a Shogun mod for M2TW) - Work In Progress
Late Roman Era Campaign Map for M2TW
Late Roman Units for M2TW
Globalization: making someone else's problem your problem
Well I think the head itself has like 20000 vertices I probably will change it because I think it will cause the game to run like a slideshow.
and as for the unit I don't think so, it was pretty good the way it was but thanks I appreciate your boast to my morale. The uv mapping ill fix.
@nekogenijalan: don't worry there will only be a few of these units in such a high caliber as I only have a Nvidia gts 450 1024mb...for now any way.![]()
Will the regular Scutati infantry, as seen on page 19, still appear with the variation in helmet?