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  1. #1
    ThatOtherGuy's Avatar Tiro
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    Default Medieval 2: HD

    Medieval 2: HD Mod

    Or as I like to call it “the-super-happy-fun-time-mod”.



    So what is this mod?

    The name says it all, a HD remake. No other details need to be be said... Ok, I'll shed the facts....

    How this mod idea came to life...kinda…

    It all some time ago when I started to add and mod in new units into the Retrofit mod. Things went smoothly for me, plopping in new characters, tweaking stats, ect. However, it was half way during my fun process when I realized something that stuck out to me in an ugly fashion: the models, both units and environments, in Medieval 2 are an eye sore. Rather than march onto the forums of CA or some other fan site and rant about the poor quality of such a fun game, I decided to take up the task and give this game a remodel that it deserves.

    Now you are all thinking: “remodel with quality that you see in today’s rts games? Impossible! That will take you forever! You clearly do not have the time or skill to do so!”
    Well ladies and gents, I am going to do it. Everything from units, to buildings, to the freaking vegetation itself (dear god those trees are absolutely hideous). You want proof? Just take a look at this progress already:


    Soldier EN_Lmail WIP

    Spoiler Alert, click show to read: 










    Me toying the modeling of a tree

    Spoiler Alert, click show to read: 




    Besides those shiny little gems, here is the objectives list:

    · Remodeled units, buildings and vegetation.
    · New textures.
    · Higher resolution texture space for certain models and other sets.
    · Better bump maps.
    · Various graphical changes and tweaks.

    Future installments and updates I wish to plan to get done will include:

    · New town layouts and design.
    · More realistic collision for buildings.
    · More places to put your units on in defense of you city (like additional keeps )
    · Various game play bug fixes.
    · Remodel the meta map in the grand campaign.
    · T-rexes in fighter jets.
    · Improve particle systems.

    However, the latter list will only get done after the first initial release.

    Simple Q&A

    Q: This is a lot of work, how long will it take you to get this done?
    A: Depends really. It would take some time for the process of sculpting certain parts. Hands and heads take much longer than others. Luckily the copy and paste feature works in Zbrush so head generating for different cultures won’t take nearly as long as you would think. Also certain items such as vegetation and buildings take surprisingly less time than people think in most cases with the tools I have at my disposal.

    Q: Will this run on my system or will it burst into flames?
    A: The solution is both on the creator’s part and on the consumer’s part when it comes to specs for performance optimization and visual quality just like any other game. What this means is that I will do my best to keep a balance of beauty and performance, however you, the consumer, must be aware of the technology that you have at your hand. Do you see people play Crysis 3 on Direct X 9 cards from 2006?

    Again, for those who are polygon-phobic, there will be another addition I will create that cuts more corners to ensure better performance.

    Q: What programs are you going to use for modeling?
    A: The programs that I will be using are Zbrush, Maya 2013 edition, Photoshop, CrazyBump, and other various resources.

    Q: Are you going to use Milkshape?
    A: Only as a means to getting the models and textures into the game engine. In regards to modeling and texture creation, absolutely not.

    Q: Is this going to be like other big mods in which there are unique models for other factions, such as the likes of Stainless Steel?
    A: No. As for now I am sticking with the plan of remodeling the units that CA has originally created. Super unique models like other mods have will be for later releases. Sculpting models takes time remember.

    Q: So why not use Milkshape and re-texture them like other mods do?
    A: The reason being for the more time consuming approach is for multiple reasons: one, I can create better looking meshes with proper edge flow. Two, the bump maps and textures look much more natural when baked off of a high resolution models. Three, all games and game assets these days are done through high poly manipulation programs. Just look at Shogun II and Rome II. Besides I am getting a degree in the game industry, why not practice like they do in the actual community?

    As I have mentioned before, there will be two different camps that this mod will produce: the Cinematic Edition and the Budget Edition.

    The Cinematic Edition contains higher quality models and better resolution textures for all things. This is for people who have beefy systems and want to get the most out of their Medieval 2 experience.

    The Budget Edition features the same models, but with some poly reduced aspects to it and lower resolution textures, thus increasing performance. This is intended for people who want to have massive battles instead of eye candy or for people with lesser systems.

    So far as of the moment the project is only done by me, but if you are interested in helping in this project, here are some positions that will be offered in the future:

    · Modeler: must have understanding of Zbrush or Mudbox for sculpting units and poly-painting them.
    · Texture clean up artist.
    · Vegetation artist: someone who can make plants, rocks, and other various none-tree foliage with quality textures. If you can’t model plants and veggies, just get good textures and I will make the models or someone else would.
    · Beta testers: these can’t be ordinary beta tests, but people who can stress test the graphics quality and frame rate on their comps to help get an idea of minimum system requirements for future downloaders.
    · Compositor: someone who can composite this entire project into one clean folder for downloaders.
    · Level designer: redesign the city layout, make them more interesting!

    Releases:
    While getting out a big fat beta with everything done is going to take more than a few weeks, I will plan on letting out “appetizer” downloads. Essentially aesthetic snippets for people to test out and see if they work.

    Again, be patient with this mod, for such things take time. However I am confident that once I get a more established foot hold on most parts of this mod the production and speed with increase.
    If you wish to support, just hand me your patience.

  2. #2
    Turkeys!'s Avatar Praepositus
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    Default Re: Medieval 2: HD

    This looks cool, best of luck with getting it out there!
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  3. #3
    ThatOtherGuy's Avatar Tiro
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    Default Re: Medieval 2: HD

    Thanks bro. Updates and screenies will vary time to time. As of the moment updates and posts should be some-what slow. Maybe another screen shot on either Thursday or Friday.

  4. #4

    Default Re: Medieval 2: HD

    A great idea and those models look stunning!

    However, my suggestion is to start from the stuff that other modders haven't touched a lot, like buildings and vegetation models. This way you will attract more attention and help from fellow modders and players. Unit models can be left last because they will take significantly more time to make and because there are already other mods with truly exquisite models (The Great Conflicts, Tsardoms, War of the West etc etc).

    I wish you the best of luck

  5. #5
    Murfmurf's Avatar Primicerius
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    Default Re: Medieval 2: HD

    Looks very interesting. Good luck

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  6. #6

    Default Re: Medieval 2: HD

    This is a wonderful idea, but I have a few questions:

    1) Will you be able to improve the quality of the UI? I haven't seen any mods create a UI which doesn't look blurry on bigger screens and resolutions (my monitor is 24-inch widescreen).

    2) What order are you making the models in? By this I mean are you picking a faction to fully HDify, or are you just picking random units to HDify?

    3) How many new settlement layouts are you aiming to have for each level of settlement?

  7. #7
    Col. Tartleton's Avatar Comes Limitis
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    Default Re: Medieval 2: HD

    Is it going to be based directly on CA units or realistic but based on the types of units.

    Like the Scottish units are about as bad as the Egyptians were in Rome, etc.
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  8. #8
    ThatOtherGuy's Avatar Tiro
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    Default Re: Medieval 2: HD

    Quote Originally Posted by PaulH View Post
    This is a wonderful idea, but I have a few questions:

    1) Will you be able to improve the quality of the UI? I haven't seen any mods create a UI which doesn't look blurry on bigger screens and resolutions (my monitor is 24-inch widescreen).

    2) What order are you making the models in? By this I mean are you picking a faction to fully HDify, or are you just picking random units to HDify?

    3) How many new settlement layouts are you aiming to have for each level of settlement?
    1) Possibly. I am no graphics artist, but I can find a few pro buddies who can do the job.

    2) I will be picking the most common unit files first that are used the most, for example the northern European peasant/padded, lmail_hmail, ect.

    3) As of the moment maybe an additional three. As I stated I am working on visuals first, being that I am a modeler first and foremost.

    Quote Originally Posted by Col. Tartleton View Post
    Is it going to be based directly on CA units or realistic but based on the types of units.

    Like the Scottish units are about as bad as the Egyptians were in Rome, etc.
    A combo of the both. Some units have a bit more of a connection with the older unit base model but with more variation, while other models I am completely reconstructing. Russia, en_pplate and various others will get a shiny new coat.

    Again I would like to state that this mod will take a good amount of time due to the resolution of the models and the replacement of buildings and vegetation. However as I said before, once basics are done things will be moving at a much faster pace.

  9. #9
    karaislam's Avatar Vicarius
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    Default Re: Medieval 2: HD

    i was using maya and zbrush as well when i was modding.

  10. #10
    Indefinitely Banned
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    Default Re: Medieval 2: HD

    hey,that looks good
    make sure you dont use way too many vertices,the battles may load slower and fps will drop(depends on your machine)

  11. #11
    VINC.XXIII's Avatar Retired
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    Default Re: Medieval 2: HD

    Thats looks really great, only though:
    C.A made a bunch of completly wrong units...I means its a completly pointless concept to take their units as basis...why do you not use Z-Brush on units which are already historically accurate? Like Broken Crescent units...
    When I written its was "pointless" I meant for example Hungarian War assassins...or samogitian armored axemen...

  12. #12
    ThatOtherGuy's Avatar Tiro
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    Default Re: Medieval 2: HD

    Quote Originally Posted by VINC.XXIII View Post
    Thats looks really great, only though:
    C.A made a bunch of completly wrong units...I means its a completly pointless concept to take their units as basis...why do you not use Z-Brush on units which are already historically accurate? Like Broken Crescent units...
    When I written its was "pointless" I meant for example Hungarian War assassins...or samogitian armored axemen...
    It's simple: CA's base meshes are in perfect size with the rigging structure. Besides, the end results are different than what the base mesh was due to re-topology, over all change in shape, ect. The only thing remaining is the proportions and size. Saves an insane amount using CA's old models than build them from scratch.

  13. #13
    ThatOtherGuy's Avatar Tiro
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    Default Re: Medieval 2: HD

    Update!

    Here's is some goodies that I would like to share with you today. I spend the last two days working furiously trying to get a pipeline through and so far progress has been very nice. So you will all expecting to see a beta shot of the new light mail in action sometime this weekend.

    But who cares about the mess of words above, we want to see some pretty pictures!

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 


    A rework of the bridge template. Hopefully my theory behind this object works out in game.



    A BLONDE!



    A BRUNETTE!



    A RED HEAD!



    A... A bald guy I guess?... BALD GUY!



    MORE ARMOR!



    EVEN MORE UNTEXTURED ARMOR!!! HUUHHHZAAAHH!!!



    TREESSSS!!!!



    ANOTHER TREE!!!! IT'S A TREE PARTY!!!




  14. #14
    karaislam's Avatar Vicarius
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    Default Re: Medieval 2: HD

    it ll work dont worry.but do not use particul hairs such as maya nhair or shave and hair cut hair.i had done some units.it can give u inspire.



    in the first one i used particules hairs.he was lagging in the game much.i decided to make him unit officer.other guy was working quite well.
    Last edited by karaislam; July 20, 2013 at 02:39 AM.

  15. #15
    ThatOtherGuy's Avatar Tiro
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    Default Re: Medieval 2: HD

    None of the hairs on those characters are made in maya. There all sculpted and polypainted. The final texture quality is going to be better than what you see, however I am more concerned at the moment of seeing if these guys will work properly in game.

  16. #16
    karaislam's Avatar Vicarius
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    Default Re: Medieval 2: HD

    they ll work if u can properly rig them.

  17. #17
    airborne guy's Avatar Domesticus
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    Default Re: Medieval 2: HD

    WOW, I love it. Keep up the GREAT work!!!!!

  18. #18
    Archagetes's Avatar Libertus
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    Default Re: Medieval 2: HD

    Great job and you have my patience
    +Rep!

  19. #19
    ThatOtherGuy's Avatar Tiro
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    Default Re: Medieval 2: HD

    Hey guys I really appreciate the support and enthusiasm. So far in today's adventures I got the model into the game!... With Jesus syndrome. So yeah, I tried to rig it in Milkshape but since these models are at a much higher poly value and I am still having a hard time getting use to that programs interface, actual in game footage will take some time. So as of now I am trying to get my vegetation into the game, and so far with some success (textures still having an spaz attack) along with more modeling and improved textures. Just look at this pretty face to begin with!


  20. #20
    karaislam's Avatar Vicarius
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    Default Re: Medieval 2: HD

    first u need to import standard skeleton with goat1.1.so ur maya charecter ll be rigged.but its not correct for the m2tw.vertex by vertex u need to rig it in milkshape.its very hard process.im mean rigging with milkshape.

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