SP Native M&B: The Fallen Lords - [In Hibernation]

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sheek

Knight at Arms
Old Guard
04/03/06

Due to lack of modder interest and the amount of work involved I've decided to suspend this project. If we get to M&B 0.8+ and there are the tools to do new animations and models right then maybe it willl be resurrected - for the fifth time ('cos it is an Undead mod...).

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Announcement: Chapter One Under Development - 03/03/06

OK I'm not going to release the alpha tonight. It's too much work, it would be boring and I changed my mind about how the mod should work.

Now my idea is to have it part plot driven like Storymod. The first chapter will be introducing you to the setting.

You will be a corporal in the army in the middle of the Great War. There has recently been a 'cease-fire' between Light and Dark and the Province is trying to rebuild it's strength.

You're posted in a small town in the East of the Province. Every week there is a rotation of the garrisons of the small forts around the region. This week the Captain is too busy and you are told to lead the small detachment to check on one of the towns. On your way you notice strange signs. Before you reach the town you realise that the Dark has come back and you're unprepared.

Basically you must save the garrison and village then return to warn the Captain of what's happening.

The development of the first 'chapter' will be done in the new Fallen Lords forum which only modders will be able to enter.

The first chapter will feature only Province troops, bandits, Thrall and Soulless (if possible) so we can do it without waiting for new models.

Anyone interested in map-making, scene-making or story writing can join and get a password

First screenshot. Just some shuffling thrall with weighted armor.

sheekvstheundead0am.jpg


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mbtflbannersmllest4dw.jpg


For updates, progress and other important discussions, go here:

http://forums.taleworlds.com/viewtopic.php?t=6212



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What we need:

-modeller/animator for non-human races
-map maker
-quest/plot developer
-troop/item/artistic designer
-sound maker (for undead grunts)

What can you do?

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Completed

-Thrall shuffle movement

To be done - Priority

A map based on this:



New non-human models (Myrkridia, Ghols, Berzerker, Fir'bolg)

New items: TFL warriors heraldric armor, Thrall armor, berzerker Greatsword

New troop types/party template/NPCs/dialog - basic python stuff

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http://forums.taleworlds.com/viewtopic.php?t=3244&highlight=myth

Now that we have the mod tools out and can edit most things I think it's time to start discussing the project. I've got some 'concept' work done and it's quite straight forward. I've been attempting to make a map with Thorgrim's editor... that is going to take a lot more time and so is finding a way to make the map 'bigger' - Myth is a huge world which takes more than 30 hours to cross from end to end. My idea now is to either change the length of days (time goes faster) or reduce the speed of all troops.

The biggest problem is going to be the non-human units. With the mesh editor theoretically it should be possible but I have no modelling skills whatsoever. Could someone look at these and say whether they'd be possible without too much work?

Trow
trow.GIF


These are basically golems, about 3-4 meters tall. I think they should be easy because they're humanoid. One issue would be replacing the blood with some kind of dust cloud (they crumble when they're hurt).

Myrkridia
10pre1.jpg


Human size, long arms, hunched forwards.

Ghol
ghol.jpg


Small (child size), dog/monkey hybrid.

Thrall
wall_of_thrall_56.jpg


Zombie/undead. The existing undead might be OK.

Maul
maul_large.jpg


Giant humanoid pig, 2.5 meters.

Fetch
fetch.jpg


I think you only need to add horns.

Bre'unor
breunor_large.jpg


Just add a new helmet.

Dwarf
dwarf_throw.jpg


The only Light unit that needs to be changed. A short person. It's my biggest worry, I don't know how combat would work when the target is shorter than the average thrust or slice.

Which ones, if any are possible? Would anybody be interested in modelling them?

If too many of those units are difficult to make I don't think it'll be worth making the rest of the mod.

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Edit: new units to try.

Myrkridian Giant
http://gameimage.egchina.com/mythII/big_myrk.jpg

Ghast
http://gameimage.egchina.com/mythII/ghast.jpg

Myrmidon
http://www.artinfantry.com/gallery/albums/mythconcepts/M1_myrmidon.jpg

Soulless
http://www.artinfantry.com/gallery/albums/mythconcepts/M1_soulless.jpg

Fir'bolg
http://www.artinfantry.com/gallery/albums/mythconcepts/M2_Archer.jpg

(or are they just human)

Berserker/northman
http://www.artinfantry.com/gallery/albums/mythconcepts/M2_Berserk_GS.jpg

(human with more muscle)

MOD INFO

Resources
http://www.v-lo.krakow.pl/~umsleo/ (unofficial rpg)
http://myth.bungie.org/legends/ (background)
http://www.artinfantry.com/gallery/Myth (art)

The map


Player character classes
Legionary/Warrior
Northman
Fir'bolg archer
Journeyman

Factions
The Legion (light)
The Fir'bolg
The Dwarfs
The Northmen
The Journeymen/Cath Bruig
The Undead (Thrall, Souless, Ghasts, Myrmidons etc) (Dark)
The Myrkridia
The Brigands

Light units
Province villagers
Legion footmen
Legion bowmen
Legion cavalry (rare)
Fir'bolg archers
Northmen clansmen
Northmen berzerks
Dwarf axemen
Dwarf crossbowmen
Dwarf grenadiers
Dwarf scouts
Journeymen (healers)
Heron guards

Dark units
Ghasts
Ghols
Thrall, Dark Thrall, Iron Thrall
Mounted Thrall (new)
Soulless
Stygian Knights
Fetch (electric attacks - unlimited)
Myrmidons
Myrkridia
Myrkridian Giant
Shades
Brigand bowmen
Brigand swordsmen
Brigand cavalry

Features
Transport by boat
Magic transport/teleport
Magic attacks
Healing system
Explosives and grenades
Two swords (second as 'shield)
Hand(unarmed) combat

Current Team
sheek - scripting
jik - new models
Keeper - new textures
mitsuhide - new map :???:
 
definitly might be a broblem for larger/smaller meshes. It all depends on how contact is determined. If the game engine uses a predifned bounding box, you may be out of luck, but if it uses a bounding box base on the body parts themselves, it would work.

The Trow and and dwarf don't seem too tough, but with some of the others (like the zombies and ghol) that don't move like humans, we'd have to see if we are able to import/export animations. I'm hoping we can, which will make this all possible. I have done similar characters before so I could help out, but let's wait to see what is possible.
 
The Trow and and dwarf don't seem too tough, but with some of the others (like the zombies and ghol) that don't move like humans, we'd have to see if we are able to import/export animations. I'm hoping we can, which will make this all possible. I have done similar characters before so I could help out, but let's wait to see what is possible.

Yes, I thought of that. To be realistic you'd need at least one new animation for undead walking. The existing undead are much too fast. But it's not absolutely essential...

Where animations will definitely be a problem is with ghols. They do not move upright.
 
what age is it gonna be?

I don't know. I'm not too specific. It probably depends on which models we can get... Myth 1 if Mauls and Myrkridia are too difficult. Myth 2 would have Heron Guards and Stygian Knights.

It's up for discussion.
 
n008, you have a way of importing/exporting animations? I mean, I can create all of them, but using the generic animations for humans that come with the game would just be wrong... Also, size is not a factor for the engine? you know this for a fact?
 
Nope, Lurb is working on that. I think it will be doable eventually though, is what I meant. Might as well start working on the models.

As far as the hitboxes go, I don't really see it being a problem, as the AI seems to swing their weapons around midlevel anyway.
 
n00854180t said:
Nope, Lurb is working on that. I think it will be doable eventually though, is what I meant. Might as well start working on the models.

As far as the hitboxes go, I don't really see it being a problem, as the AI seems to swing their weapons around midlevel anyway.

Great!

Would you (or another modder) be interested in making those models when you have time? I'd have to spend a lot of time learning and would probably mess it up as well.

That said we may as well open the project. Any of you interested in working on this post how you would like to help (scripting, scenario concept, weapons/armor, scene building, world map etc). When it's time to start I'll send you a PM.
 
Here is some more info to give a sense of the scenario:

The map


Key:

Large blue - Light Cities
Smaller blue - Light Towns
Large pink - Dark Cities/Spawn
Other - Allied Settlements

Light Cities: (can recruit Legionaries, special units, buy all goods

Madrigal (starting point)
Tandem
Scales
Tyr (sacked)
Covenant (destroyed)

Both Tyr and Covenant have no recruitment or shops. They're 'scenes' which you can explore and where bands of the Dark spawn. Later they're used for quests and Tyr can become an inhabited town again (on a reduced scale).

Light Towns/Villages: (more limited services, less recruits)

Silvermines
Aaron's Grave
Shoal
Ash
White falls
Willow
Strand
The Crossing
Crow's bridge (quest level - no services)
Comfort (quest level - no services)
Otter's Ferry (quest level - no services)

Allied Settlements: (complete quests for access)

Owen's Peak/Twelve Duns (?) - the major Northman town
Great Tree (name sucks) - Fir'bolg (sort of elves thadivine) capital
Myrgard - major Dwarf city (has to be cleared of ghols first)
Muirthemne - old Cath Bruig capital, gives elite Heron Guards

Dark Cities: (not really cities, town menu and spawn points)

Dire Marsh (Myrkridia, general Dark)
Rhi'anon (Trow, general Dark, Mauls come from further north)
The Great Devoid (fetch, general Dark)
Stoneheim (ghols)

Dark Spawn Points:

Deep Mire
Forest Heart
The Ermine
Stair of Grief
Seven Gates
Bagrada

Random quest ideas

Quests from Villages:

Rescue villagers (being taken to Dark spawn point)
Attack marauding raiders
Bring supplies
Take message (spies/request help) to city
Escort a caravan to city

Quests from Cities:

Raise troops
Attack a warband (given troops from city)
Get allies (Fir'bolg, Northman etc)
Take message to other city
Reinforce another city
Escort a caravan to other city
Special quests (advances game/new plot)

Parties/Factions

Light parties:

The Legion
Northman warhosts
Fir'bolg expeditions
Villagers
Dwarf parties

Dark parties:

Dark war parties (thrall, ghols, shades etc)
Myrkridian raiders
Brigand raiders (Dark human mercenaries)

Light troops (number = promotion level)

Villagers:

Villagers - 1 (basic villagers, clubs, spears etc)
Militia spearman - 2
Militia bowman - 2

The Legion: (basic soldiers)

Legion recruit - 1
Legion warrior - 2 (foot soldier, long shield, heraldric armor, swords)
Legion veteran - 3

Legion bowman - 2 (light leather armor, average bows, long knife)
Legion marksman - 3

Legion scout - 2 (light mounted, not as good as unmounted warriors)
Legion cavalry - 3 (heavy mounted, rare)

Legion heroes (warrior/archer/scout corporals, captains etc)

Fir'bolg: (high athletics, very good archery, weak combat)

Fir'bolg archer - 1 (great bows, no armor, knives)
Fir'bolg veteran archer - 2
Fir'bolg expert archer - 3

Heroes (Fir'bolg leader)

Northmen: (all have high ironflesh, berzerks have high athletics)

Northman clansman - 1 (ordinary footmen, nordic armor, axes)
Northman warrior - 2
Northman veteran - 3

Berzerker regular - 1 (unarmored, two-hand swords - blue tattoos)
Berzerker veteran - 2 (green tattoos)
Berzerker elite - 3 (red tattoos

Dwarfs: (slow, very high ironflesh)

Dwarf clansman -1 (special chain to plate mail, axes, shields)
Dwarf axeman - 2
Dwarf guard - 3

Dwarf crossbowman -2 (chain mail, crossbow, axe)
Dwarf marksman - 3

Dwarf grenadier - 1 (throw grenades, no armor/weapons - need exploding animations - impossible?)
Dwarf veteran - 2
Dwarf mortar - 3 (shoot mortars)

Dwarf scout - 2 (elite troops - grenades, light armor, axe)
Dwarf pathfinder - 3

Heron guards:

Journeyman healer - 1 (slow, heavy fur cloak, spade - Heal/First aid ability, useful only for between battles)
Journeyman veteran - 2

Heron guard - 1 (fast, good combat, good scale armor, two swords - needs dual-wielding)
Heron guard veteran - 2
Heron guard elite - 3

Dark troops

Resurrected Undead: (undead walking animations, slow, etc)

Ghasts (unarmored, weak, no weapons, hand attack - not much damage but automatic 'knockdown')
Thrall (ragged armor, slower than ghast, two hand axe, v high ironflesh)
Dark Thrall (better)
Iron Thrall (better)
Mounted Thrall (idea - slow undead horses, bad riders, Iron Thrall level combat)

Stygian knights (fully black plate mail armored, fast, two-hand axes, high ironflesh)

Soulless (no legs, floating, throw poison javelins, slow)

Fetch (human speed, unarmored, no weapons, electric/lightning attack from hands)

Myrmidons (skeletons, fast, two scythes - needs dual wielding)

Shades (floating, faster than human speed, poison bastard sword, very good combat, spells)

Myrkridia (very fast, very powerful, hand/claw attack, very high ironflesh)

Brigands:

Brigand hired swords (small round shield, sword, leather-type armor)
Brigand hired archers (longbow, light armor, short sword)
Brigand mounted veterans (sword, small shield, mail-type armor)



Resources
http://www.v-lo.krakow.pl/~umsleo/ (unofficial rpg)
http://myth.bungie.org/legends/ (background)
http://www.artinfantry.com/gallery/Myth (art)
 
I'll work models, but I'm not that great with creating textures.

n008, as to the hit boxes, I was wondering about Trow attacks. if the average human only comes up to it's waste, a mid height swing would miss. same with human vs dwarf, not to mention trow vs dwarf... But I guess the AI might think of it as being above or below on a hill... I guess if no info is availabe, we'll have to wait and see.

The only reason I brought that up is I did some character modelling for Freedom Force, and they had a predefined hit box. I found that out when I added a dragon to the game. no one could get close enough to the hit box area for a melee attack on it... mmmm dragons...
 
Well im good at makin textures and im good at makin models too. :grin:

BTW: is it spelled makin or making?
 
Well I must say im realy much better to paint in real life. Warhammers mostly. :grin: I have painted them since I was 8 years old. :razz:
 
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