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Thread: Mighty's work on custom settlements

  1. #1

    Icon3 Mighty's work on custom settlements

    This is a thread that has been transposed from the Stainless Steel Titanium forum (original thread: http://www.twcenter.net/forums/showt...and-ressources) displaying my (as of now) personal work on making medieval custom settlements for every capital city in the Total War games without any previous knowledge of coding or modeling whatsoever .

    I thus have started working using Gmax on my own hometown of Paris, and as of now I have made models for the Notre Dame cathedral and I am starting to work on the wall mainobjects such as gates and arrow towers (my progress btw is very slow, since I am still in high school and will be this year and next year undergoing important exams ).

    Any tips, feedback, inspiration, help or reference documents are much much welcome, and don't hesitate to give constructive critique on how to model, cuz' I barely have a clue on how it's done for the total war games !

  2. #2

    Default Re: Mighty's work on custom settlements

    Here are my first gateway and arrow tower models I have been working on

  3. #3
    paleologos's Avatar You need burrito love!!
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    Default Re: Mighty's work on custom settlements

    That is a nice one my friend.
    I am looking forward to seeing this with textures on!
    Keep it up.

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    Lifthrasir's Avatar A Clockwork Orange
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    Default Re: Mighty's work on custom settlements

    Here are some docs from my trip to Carcassonne in 2013. I won't post pics from the city as it's easy to find them on the web. Instead, I'm focusing mainly on some stuff I found there. Note that the pics were taken with my old cell phone and I apologize for the quality. I hope it will be useful for Medieval European Settlements anyway.

    Spoiler Alert, click show to read: 

    This is a general view of the city as it was during the 2nd half of the 14th century. The settlement on the top of the hill is the original one. After the attempt of revolt of the inhabitants of Carcassonne led by the son of viscount Trencavel in 1240, Saint-Louis chased away the population of the city, but authorized it to become established on the other bank of the river. A bastid was created. There are numerous examples of "double" cities during the 13th and 14th centuries (at least in France).

    Spoiler Alert, click show to read: 
    General view of the settlement

    Spoiler Alert, click show to read: 

    The North part of the inner rampart still has several 4th century Roman towers. They can be identified by the "U" shape, rounded towards the outside and flat towards the city. The bases are solid, making them sturdy. The towers are reached from the rampart walk. Three fairly large windows could be used for defensive fire. During the siege of the city by the crusaders in 1209, this was the only curtain wall.

    Spoiler Alert, click show to read: 

    Dungeon Transversal view

    Below, pics to show the dungeon evolution:
    Spoiler Alert, click show to read: 

    1st dungeon.


    1st upgrade.


    2nd upgrade.


    3rd upgrade.


    4th upgrade, after the annexion to the Royal Domain in 1226 AD.


    5th upgrade.


    Dungeon Entrance which has an effective defence system with 2 portcullises, a massive door and a machicolation. The protcullises were operated from control rooms on different floors, with no communication between them, to guard againstpossible treachery by soldiers. The 1st portcullis passed through whch projectiles might be dropped upon attackers. The 2nd portcullis was operated from the lower level. The entrance was also defended by 2 projecting towers with loopholes suitable for the firing of bows and crossbows.


    Spoiler Alert, click show to read: 

    An example of the last dungeon upgrade.


    Some pics about the defense:
    Spoiler Alert, click show to read: 












    I hope you will find this interesting to implement the settlements in M2TW
    Under the patronage of Flinn, proud patron of Jadli, of the Imperial House of Hader


    - Nominations open

  5. #5

    Default Re: Mighty's work on custom settlements

    Thanks to both of you ! Thanks a lot Lithfrasir, I need inspiration for the gateways and the wooden defenses they would set up along the walls. Although it won't be quite as defended as Carcassone and the walls will still have to be accessible, it'll be quite useful
    Last edited by MightyPotato; May 14, 2016 at 02:43 PM.

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    Lifthrasir's Avatar A Clockwork Orange
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    Default Re: Mighty's work on custom settlements

    I'll see if I can dig something else out about the gates
    Under the patronage of Flinn, proud patron of Jadli, of the Imperial House of Hader


    - Nominations open

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    Default Re: Mighty's work on custom settlements

    Quote Originally Posted by paleologos View Post
    That is a nice one my friend.
    I am looking forward to seeing this with textures on!
    Keep it up.
    I second this. I look forward as well, keep up the good work!

  8. #8

    Default Re: Mighty's work on custom settlements

    So I have been pretty busy lately, but I'm back at work ! Would you guys prefer to have the wooden protections set about the gate towers, or would you prefer to have just the simple towers and walls?

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    Lifthrasir's Avatar A Clockwork Orange
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    Default Re: Mighty's work on custom settlements

    Wooden protections would be great.
    Under the patronage of Flinn, proud patron of Jadli, of the Imperial House of Hader


    - Nominations open

  10. #10

    Default Re: Mighty's work on custom settlements



    Here are the gatehouse models with and without protection. I will next try and import them into ms3d, create tower animations (don't know how to do it but I'll try ), add in the gates, try texturing, import them into IWTE and add them to a test world. I unfortunately don't have the game accessible, so I might ask someone to try for me !
    Tell me what you think

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    paleologos's Avatar You need burrito love!!
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    Default Re: Mighty's work on custom settlements

    Well, well, you earned your point for today!
    Still waiting to see some textures on those models, though and by all means see them in the game.

  12. #12

    Default Re: Mighty's work on custom settlements

    Grim news here, I have not at all been able to convert Gmax to ms3d, despite all tools and tutorials. I just think I don't have the necessary qualifications to do so. I believe I will thus try to do everything in ms3d, but I don't know how to use it, so as of now I will be using much of the existing structures. Please do tell me what you think of that alternative, and any help is more than welcome !

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    paleologos's Avatar You need burrito love!!
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    Default Re: Mighty's work on custom settlements

    Did you try exporting the GMax files in obj format?

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    Lifthrasir's Avatar A Clockwork Orange
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    Default Re: Mighty's work on custom settlements

    Pal's alternative should work if you can do that. Good job btw

    Edit: while looking for something, I found this tool. It's quite old but might work.
    Last edited by Lifthrasir; June 01, 2016 at 02:26 PM.
    Under the patronage of Flinn, proud patron of Jadli, of the Imperial House of Hader


    - Nominations open

  15. #15

    Default Re: Mighty's work on custom settlements

    I have not tried converting to .obj yet, which might work since I have I believe a multi-purpose converter. Thx for the converter Lithf, but it's the one I already had and did not work for me . On another note I have started working on Ms3d itself, and although it is a bit less intuitive, I find it surprisingly easier, so I might use that !

    Ps: how does one smooth out an object in ms3d?

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    Lifthrasir's Avatar A Clockwork Orange
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    Default Re: Mighty's work on custom settlements

    Select the faces you want to smooth. Go to the Face option and go to Smooth All or Crtl+M
    Under the patronage of Flinn, proud patron of Jadli, of the Imperial House of Hader


    - Nominations open

  17. #17

    Default Re: Mighty's work on custom settlements

    Okay so this is my problem: Gmax won't go to milkshape and I don't know how to use it. Where can I find a tutorial on how to use it to make buildings and such, or can someone explain? The buildings are made using a square grid I don't know how to make, I don't know how to combine elements, and every time I edit a smooth object it loses it's smootheness. How does this thing work?! I'm sure it's not too complex but I really need help.

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    The Roman Republic's Avatar Alea iacta est
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    Default Re: Mighty's work on custom settlements

    Quote Originally Posted by MightyPotato View Post
    Okay so this is my problem: Gmax won't go to milkshape and I don't know how to use it. Where can I find a tutorial on how to use it to make buildings and such, or can someone explain? The buildings are made using a square grid I don't know how to make, I don't know how to combine elements, and every time I edit a smooth object it loses it's smootheness. How does this thing work?! I'm sure it's not too complex but I really need help.
    Perhaps you should just familiarize yourself with the software and modelling techniques with simple projects before doing something so ambitious.

    Quote Originally Posted by MightyPotato View Post
    displaying my (as of now) personal work on making medieval custom settlements for every capital city in the Total War games without any previous knowledge of coding or modeling whatsoever .

  19. #19
    Lifthrasir's Avatar A Clockwork Orange
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    Default Re: Mighty's work on custom settlements

    I'm not a specialist of that part of the game but it looks that IWTE tool is good for that.
    You can find it here. There is a tutorial here and more info here.
    Hope it helps.

    Note that your project is quite ambitious but don't get discourage. As mentioned above, starts with simple things and once familiarized, try more complex stuff.
    Under the patronage of Flinn, proud patron of Jadli, of the Imperial House of Hader


    - Nominations open

  20. #20

    Default Re: Mighty's work on custom settlements

    I have heard of IWTE and have started using it, but my issue here is I don't know the norms and restrictions applied to Milkshape models to have them work in game (for example every structure has a quadrated model I don't know how to reproduce) and I just don't know what steps are required to make objects or what options are even available! Both of you are obviously right, I need to slow down and take my time, but I am entering exam season and leaving right after to the States, so I don't know if I'll exactly have time...Anyways, thanks for the help, and don't worry, I haven't given up yet !

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