Author Topic: Beta Project Development (picture heavy)  (Read 4823 times)

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Phalanx300

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Re: Beta Project Development (picture heavy)
« Reply #75 on: October 20, 2011, 05:45:07 PM »
Looks nice but just how accurate is the armor on just the forearm? And would they wear it on their shield arm?

Lynores

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Re: Beta Project Development (picture heavy)
« Reply #76 on: October 20, 2011, 07:01:04 PM »
This new cloak might be used for another slot, I'll think about it. The cuirass is just an existing random one for testing purposes, all of its decoration patterns are greek and accurate to the timeframe.

Like I mentioned in the post, it will be primarily used for the gaul faction, some references can be seen in the apropriate research thread, which is more or less what I'm aiming for with that model.

EDIT:

Might use this for some of the optional package units later on as well, not sure yet, perhaps with a few tweaks.
« Last Edit: October 20, 2011, 07:15:53 PM by Lynores »

Belendor

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Re: Beta Project Development (picture heavy)
« Reply #77 on: October 20, 2011, 07:55:16 PM »
If it's like the Thracian cuirass' cape in-game right now, I'd say it's part of the armor itself. Don't think there's really any other way of doing it.
Thought so, though I heard something about putting it in the glove equipment slot.

Not gloves, head slot.

Lynores

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Re: Beta Project Development (picture heavy)
« Reply #78 on: October 20, 2011, 09:12:18 PM »
A mesh and color variation. Wip as the other one.



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« Last Edit: October 21, 2011, 01:05:45 AM by Lynores »

DoctorPringles

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Re: Beta Project Development (picture heavy)
« Reply #79 on: October 21, 2011, 12:45:05 AM »
If it's like the Thracian cuirass' cape in-game right now, I'd say it's part of the armor itself. Don't think there's really any other way of doing it.
Thought so, though I heard something about putting it in the glove equipment slot.

Not gloves, head slot.

Wouldn't that mean... No helmet? >.>

And Lynores, looking great -but-... I'm not sure I like the weird curl outward that the right side of the cape is doing. I assume it's static, or can it move around?

Lynores

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Re: Beta Project Development (picture heavy)
« Reply #80 on: October 21, 2011, 01:04:06 AM »
Yeah, I'll just edit it out until its done. The variation's fold will be higher like in the first cloak's right side, it will also be shorter for celts. On a sidenote, I'll probably be taking some days off, have to handle some things. Once I'm back I'll get to the rest of the factions.
« Last Edit: October 21, 2011, 01:30:03 AM by Lynores »

oliver255

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Re: Beta Project Development (picture heavy)
« Reply #81 on: October 21, 2011, 01:41:24 AM »
I have some sort of "ballsy" idea.  Why not put the cape on the shield spot where it hangs on the back but not make it possible to equip? 

I know you can add the function of "Cannot Use on Horseback" but can you do the same for on foot?

A.I. would possibly glitch out by this.


Butterfly knives with two handed operation? Sounds as useful as a semi-automatic gatling gun.

Lynores

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Re: Beta Project Development (picture heavy)
« Reply #82 on: October 23, 2011, 03:08:19 PM »
I will have to be away for maybe a week or two but before I go, an update for greeks.

As some of you know, this is actually an old mod for M&B, back when it only supported normal maps for static objects. 2006 or so if I remember correctly. My idea to get it looking as good as I wanted it to was to play around with shaders until I got nice reflections. Now, with warband, the alpha already released and all the nice system changes, I've decided to stop being lazy and work on less simple models.

I'm not going to bore you with modding terms, but basically what it does is make the cuirass model look alive, check the first pictures. You see almost no detail, depending on the angle of sight and light source, as you would if looking at a modern replica cuirass, for instance.



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Now the same model in the same scene, viewed from different angles:





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It is shining a bit more than it should, but that's a just a test. The new model, reworked, leather straps added, retextured from scrath, remapped and with new specularity and normal maps.

Now I probably wont just be changing models, because I'm worried about players who cant play under directx 9, as they'd miss all the features and actually get a worse texture than the first old ones, because of the lack of shader support. I have some plans regarding that, I'll see what I can do.



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« Last Edit: October 23, 2011, 04:38:29 PM by Lynores »

Phalanx300

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Re: Beta Project Development (picture heavy)
« Reply #83 on: October 23, 2011, 03:34:10 PM »
Again what is the accuracy of the armor on the forearms?

theAthenian

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Re: Beta Project Development (picture heavy)
« Reply #84 on: October 23, 2011, 03:36:12 PM »
Specular's too strong.

Lynores

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Re: Beta Project Development (picture heavy)
« Reply #85 on: October 23, 2011, 03:45:55 PM »
Again what is the accuracy of the armor on the forearms?

None, it is based on Star Wars.



Specular's too strong.


It is shining a bit more than it should, but that's just a test.
« Last Edit: October 23, 2011, 03:51:25 PM by Lynores »

theAthenian

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Re: Beta Project Development (picture heavy)
« Reply #86 on: October 23, 2011, 04:05:57 PM »
Oh okie ^^

tenerife_boy

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Re: Beta Project Development (picture heavy)
« Reply #87 on: October 23, 2011, 05:00:53 PM »
Spectacular view !!

Lynores

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Re: Beta Project Development (picture heavy)
« Reply #88 on: October 23, 2011, 05:09:59 PM »
The lighting still needs work but this should be enough to notice the tridimensional lighting effect instead of the old textured shades (which will still be kept for dx7 users)

Also notice how the greaves just stays the same all the time, since its still the old one, while the cuirass changes according to the line of sight.








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« Last Edit: October 23, 2011, 05:13:56 PM by Lynores »

JankoSRB

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Re: Beta Project Development (picture heavy)
« Reply #89 on: October 24, 2011, 10:22:29 PM »
THAT'S....AWESOME!