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Thread: [Ressource] Opening thread: "Total War: Rise of Mordor"

  1. #61

    Default Re: The Rome II Lord of the Rings Mod

    My personal target of this mod is to "revive" the great Third Age mod with new higher-quality models and textures which can be realized with the Rome 2 graphic engine. And you're right, unfortunately the TA mod is "old" in these days.
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  2. #62
    Nelduin's Avatar a.k.a ALG & echuu
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    Default Re: The Rome II Lord of the Rings Mod

    Can't you use models from TATW, instead of making new ones?

  3. #63
    wangrin's Avatar Unguibus et Rostro
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    Default Re: The Rome II Lord of the Rings Mod

    The level of detail of M2TW models is too low.
    But is could be possible to use them as a base for modifications.


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  4. #64

    Default Re: The Rome II Lord of the Rings Mod

    Yes, it could be... I think we should talk with Arandir Tur-Anion if he has access to the data. I gave Sheenai a link to the TA:TW forum too. There the devs uploaded a file with raw animations. This could save much work and time, too.
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  5. #65

    Default Re: The Rome II Lord of the Rings Mod

    Roster for the Haradrim faction


    Unit parts / models have to be build

    • man / armor:
      • towels / turbans (of each two) -> heads (from Rome II?)
      • bronze chestplate / bronze scale-armor -> body (from Rome II?)
        • spear
        • longspear
        • sword
        • shield
        • bow
        • arrow
    • horse + armor


    Unit variant roster
    (http://www.twcenter.net/forums/showt...p?637688-Harad)

    • infantery:
      • Haradrim spearmen
      • Haradrim longspears
      • Haradrim elite longspears
      • Haradrim swordsmen
      • Haradrim Beastmasters
      • Haradwaith bowmen
      • Haradwaith elite bowmen
      • Corsairs of Umbar
    • cavalery:
      • Horsearchers of Khand
      • Haradwaith Horsearcher
    • heavy cavalery:
      • Oliphants (Mumakil)
    • leader:
      • Haradrim Beastmasters
      • Haradrim elite longspears
      • Haradwaith Horsearchers
    • naval:
      • corsair ships


    Faction icon:

    • Black Snake
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  6. #66
    Nelduin's Avatar a.k.a ALG & echuu
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    Default Re: The Rome II Lord of the Rings Mod

    Quote Originally Posted by wangrin View Post
    The level of detail of M2TW models is too low.
    But is could be possible to use them as a base for modifications.
    Are you sure? Many M2TW mods have high quality models and textures, after all. TATW is one of them, for sure!

  7. #67
    wangrin's Avatar Unguibus et Rostro
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    Default Re: The Rome II Lord of the Rings Mod

    A single armour (torso) in TW:R2 is about 500 (cataphract_llamelar_armour_1) up to 2600 (carthaginian_linothorax_a) faces.
    In TW:S2, an armour (torso) is about 1100 (attendant_torso) up to 2400 (gp_monk_torso_2) faces.
    But, in ETW, a body limited to torso and without arms, like armours above) was generally only about 300/400 faces. Some were up to 800 and these I create are generally about 800/1200 faces for body with arms.
    And ETW models were more detailed than M2TW ones.

    Moreover, polycount is not the only issue, skeletons are difference, they are composed of far more bones and you have to rig them to the model.


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  8. #68

    Default Re: The Rome II Lord of the Rings Mod

    I consider wangrin is right. In addition the skeleton for Rome 2 body parts has not the classic T-pose. I don't know how it is for M2:TW but if the skeleton is in a T-pose it won't be hard to make the angle of the arms to the torso smaller.The problem is that we maybe have to correct the models poly by poly then because they're compressed in some regions. That's a lot of work too. But if we can have access to the models we can decide if we have use of it or not.
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  9. #69
    Nelduin's Avatar a.k.a ALG & echuu
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    Default Re: The Rome II Lord of the Rings Mod

    Ok then. Maybe you will just be able to take some weapons and shields, but it's better than nothing I guess .

  10. #70

    Default Re: The Rome II Lord of the Rings Mod

    If this is getting seriously and depending on the participants, I can imagine to join in (modeling, texturing, 2D stuff).

  11. #71

    Default Re: The Rome II Lord of the Rings Mod

    Hope we can welcome you soon!
    Last edited by Vikus van de Merwe; April 29, 2014 at 03:28 PM.
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    ~~~~~~~ Total War: Rise of Mordor at ModDB ~~~~~~~

  12. #72

    Default Re: The Rome II Lord of the Rings Mod

    A short update, our work don't stops. We're working on a project guide and a first unit now.
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  13. #73
    Mr.Jox's Avatar WHY SO SERIOUS?!
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    Default Re: The Rome II Lord of the Rings Mod

    What content modable atm? units/2d/settlement/map/scripts/codes?

  14. #74

    Default Re: The Rome II Lord of the Rings Mod

    Moddable are units, animations, scrips, codes UI stuff and the db-tables right now. Hopefully CA will release the modding tools for campaign and battle soon, too.
    ------------- under the patronage of wangrin --------------

    ~~~~~~~ Total War: Rise of Mordor at ModDB ~~~~~~~

  15. #75

    Default Re: The Rome II Lord of the Rings Mod

    We are collecting the first models for the mod, too. We don't consider that we use the models right now because we want to work with structure. But some pics of elven houses to show what will come soon [found in the internet (by AlenMiler)]:

    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 

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  16. #76
    Nelduin's Avatar a.k.a ALG & echuu
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    Default Re: The Rome II Lord of the Rings Mod

    Great! New architecture is very important for immersion .

  17. #77

    Default Re: The Rome II Lord of the Rings Mod

    Ok, it was a lot of work! Now the guide of our project is written. In this guide you can find everything about our project, what we want to reach and what are our plans.
    Attached Thumbnails Attached Thumbnails Project Guide.pdf  
    ------------- under the patronage of wangrin --------------

    ~~~~~~~ Total War: Rise of Mordor at ModDB ~~~~~~~

  18. #78

    Default Re: The Rome II Lord of the Rings Mod

    I was waiting for a LOTR mod since the release of Rome 2......now, to see that a group of modders is working on it makes me very happy and even though, I still have to wait, I am looking forward to play it. Thanks in advance for your work! I have absolutely no experience in modding, so I can't help you, but I really would like to.

  19. #79

    Default Re: The Rome II Lord of the Rings Mod

    Thank you for your mental support!

    If someone want to join the group:

    urgently needed:
    • experienced modeler(s)
    • experienced texturer(s)


    ------------- under the patronage of wangrin --------------

    ~~~~~~~ Total War: Rise of Mordor at ModDB ~~~~~~~

  20. #80

    Default Re: The Rome II Lord of the Rings Mod

    Well, I remember when I worked on the lotr:tw mod for rome 1, although I'm afraid I can only help as tester and to translate texts into spanish (and there's still a lot to do before that, I know), so for now I can only wish you good luck on the project and I truly hope this mod to become the best reason to play rome 2.
    Last edited by Gaius Mucius Scaevola; May 15, 2014 at 03:36 PM.

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