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  1. #1

    Default Re: Artstudio's Work Thread

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    Last edited by Artstudio; November 30, 2016 at 02:27 AM.

  2. #2

    Default Re: Artstudio's Work Thread

    I'm not sure I like the walls from Mount & Blade because we will not be able to garrison the walls with units. If you can achieve a similar result with Attila Walls, that would be awesome.

    That actually looks like one of the multiplayer maps for Siege in Mount & Blade.
    Last edited by Slytacular; October 27, 2016 at 04:37 PM.

  3. #3

    Default Re: Artstudio's Work Thread

    I do like to help you guys with some custom castle maps and for that castle model you could properly make a hill castle map with a no go-zone for the castle and fight around it. I don't know if it could work with these models Artsudio but you could try and add a low/high-wall entity on the walls and see if it add's units on the wall.
    Last edited by Sir_Pee_Alot; October 27, 2016 at 05:14 PM.
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  4. #4

    Default Re: Artstudio's Work Thread

    @Sir_Pee_Alot;
    Maybe it would be better to work just with remodeled original Attila maps and their original walls to achieve proper castle-maps... Have no idea from modding but I heard recently that any kind of completely custom maps are still broken (at least if it goes to walls and AI) and it´s still impossible to add them to the campaign map.

  5. #5

    Default Re: Artstudio's Work Thread

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    Last edited by Artstudio; November 30, 2016 at 02:28 AM.

  6. #6

    Default Re: Artstudio's Work Thread

    Quote Originally Posted by Heisenburrg View Post
    @Sir_Pee_Alot;
    Maybe it would be better to work just with remodeled original Attila maps and their original walls to achieve proper castle-maps... Have no idea from modding but I heard recently that any kind of completely custom maps are still broken (at least if it goes to walls and AI) and it´s still impossible to add them to the campaign map.
    Not entirely true I have made a siege map where the AI defend and attacks like it sould you can put men on the walls same for artillery only men can't walk on walls Yet. me and someone else have found a way but since the TEd is bugged it's alot of try and error.

    http://steamcommunity.com/sharedfile.../?id=782719536

    And replacing models will never look as awesome as a custom made castle plus will be full of bugs.
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  7. #7
    Mr.Jox's Avatar WHY SO SERIOUS?!
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    Default Re: Artstudio's Work Thread

    Quote Originally Posted by Sir_Pee_Alot View Post
    Not entirely true I have made a siege map where the AI defend and attacks like it sould you can put men on the walls same for artillery only men can't walk on walls Yet. me and someone else have found a way but since the TEd is bugged it's alot of try and error.

    http://steamcommunity.com/sharedfile.../?id=782719536

    And replacing models will never look as awesome as a custom made castle plus will be full of bugs.
    Do you have more info about placement on the walls and make units capable to walk on them? I know many TEd's bug fixes but only walls mounting is unknown to me.

  8. #8

    Default Re: Artstudio's Work Thread

    Quote Originally Posted by Mr.Jox View Post
    Do you have more info about placement on the walls and make units capable to walk on them? I know many TEd's bug fixes but only walls mounting is unknown to me.
    Sry for the late response but for now the only walls that seem to work this way are the RTW II ones with the red roof tiles.

    So you go to a CA map in Ted and copy all the AI and EF lines then past them in your own map with the walls and edit them to your map setup and manually set them to wall\edge ect and everything else for the AI it sould work. It's not ideal but it sould work Myn Ted is bugged as hell and have alot of problems with models not showing and things like that so i still need to reinstall everything that's why i can't use those walls now anymore but i have tryed it with the Atilla walls and they don't seem to work this way.
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  9. #9

    Default Re: Artstudio's Work Thread

    Quote Originally Posted by Sir_Pee_Alot View Post
    Sry for the late response but for now the only walls that seem to work this way are the RTW II ones with the red roof tiles.

    So you go to a CA map in Ted and copy all the AI and EF lines then past them in your own map with the walls and edit them to your map setup and manually set them to wall\edge ect and everything else for the AI it sould work. It's not ideal but it sould work Myn Ted is bugged as hell and have alot of problems with models not showing and things like that so i still need to reinstall everything that's why i can't use those walls now anymore but i have tryed it with the Atilla walls and they don't seem to work this way.
    So if you copy the CA wall pathing data into a custom map and modify it to match the layout of the new walls, you can have working walls with units able to move on/off them and walk along them?

    If so, that's a big breakthrough! That would allow new custom maps to be imported into a campaign without any big issues, since the AI could use ladders safely (which is their favourite siege weapon).

    On that note - has there been any research into allowing ship landings? I've heard that custom maps have issues with ship landing spots.
    modificateurs sans frontičres

    Developer for Ancient Empires
    (scripter, developed tools for music modding, tools to import custom battle maps into campaign)

    Lead developer of Attila Citizenship Population Mod
    (joint 1st place for Gameplay Mods in 2016 Modding Awards)

    Assisted with RMV2 Converter
    (2nd place for Warscape Engine Resources in 2016 Modding Awards)

  10. #10
    Mr.Jox's Avatar WHY SO SERIOUS?!
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    Default Re: Artstudio's Work Thread

    Quote Originally Posted by Sir_Pee_Alot View Post
    Sry for the late response but for now the only walls that seem to work this way are the RTW II ones with the red roof tiles.

    So you go to a CA map in Ted and copy all the AI and EF lines then past them in your own map with the walls and edit them to your map setup and manually set them to wall\edge ect and everything else for the AI it sould work. It's not ideal but it sould work Myn Ted is bugged as hell and have alot of problems with models not showing and things like that so i still need to reinstall everything that's why i can't use those walls now anymore but i have tryed it with the Atilla walls and they don't seem to work this way.
    There's few more ways around TEd:

    1. Raw battlemap files are nothing else than .xml files and so it's ez to edit the code as long as you do it properly.
    2. According to what I said above any programmer is able to make own TEd which performs these .xml files.
    3. There's always few tricky ways to make things work, just like you offered and the way how I put custom assets in TEd (see contentbox)

    CUSTOM ASSET

    In this case the textures are taken from vanilla and used as a placeholder but the models are absolutely custom and were placed exactly where I wanted it in TEd.

  11. #11
    Nikoline's Avatar Foederatus
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    Default Re: Artstudio's Work Thread

    Guys,I see u had a great work but why the Rise of Mordor team says they can't able to modify the campaign maps.

  12. #12

    Default Re: Artstudio's Work Thread

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    Last edited by Artstudio; November 30, 2016 at 02:29 AM.

  13. #13
    The Wandering Storyteller's Avatar Protector Domesticus
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    Default Re: Artstudio's Work Thread

    Thanks Artstudio, medieval castle looks awesome! In the future, it may be good to build huge castles - that will show on the campaign map. Would also like to see your castle on the campaign map, etc. Anyways thanks a lot, and if you did Venice in all its glory - awesome!





















































  14. #14

    Default Re: Artstudio's Work Thread

    Indeed, it looks very nice... Keep going
    But maybe old wall models could remain for cities (they fit very well for them imo) and new models could be used for castles.

  15. #15

    Default Re: Artstudio's Work Thread

    I think the Mount & Blade Walls are too out of proportion for this game. When you scale the entire wall size to match the length, the height of the crenellations are too large to make sense. I'll make some castle walls eventually.

  16. #16

    Default Re: Artstudio's Work Thread

    @Sir_Pee_Alot
    These are very good news. Btw; your castle looks just awesome. Do you plan to add a main hall for it?
    And what´s more important; could you use these custom maps on the campaign map?

  17. #17

    Default Re: Artstudio's Work Thread

    I know we used lots and lots of M&B mod assets, and now TWW building models. But can we use M&B models itself?

    We can say we can use other TW models because obviously they all CA's, but is it permissible to use Taleworlds'?

    Oh yeah, almost forgot:
    Quote Originally Posted by Artstudio View Post
    the file tech.cs2 is responsible for burning buildings
    Can you edit or create cs2 files? Because it also determines the EFlines, placements of men on the buildings.
    Last edited by You_Guess_Who; October 28, 2016 at 09:32 AM.

  18. #18

    Default Re: Artstudio's Work Thread

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    Last edited by Artstudio; November 30, 2016 at 02:32 AM.

  19. #19
    Ltd.'s Avatar Senator
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    Default Re: Artstudio's Work Thread

    Awesome work !
    One thing though: the towers look a bit oversized to me. If you could reduce them to around 70 - 80 % of their current size, they should be perfect.

    You are doing a great job though.

  20. #20
    FrozenmenSS's Avatar Senator
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    Default Re: Artstudio's Work Thread

    Quote Originally Posted by Ltd. View Post
    Awesome work !
    One thing though: the towers look a bit oversized to me. If you could reduce them to around 70 - 80 % of their current size, they should be perfect.

    You are doing a great job though.
    just look at the oversized sidedoors

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