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  1. [S]Sowing The Winds - Alpha 0.3

    So yeah, it's been a long time, didn't mean to drag it on like this. Basically the skinny is that the programming project I was last working on... still hasn't finished. On top of that I've been drafted to work with an indie team doing art for flash games so I just don't really have spare time. Whatever happens with what I'm working on now, any change in status quo will just mean even more work and even less time. In other words, there isn't going to be another version.
  2. [S]Sowing The Winds - Alpha 0.3

    @Xenoargh
    Sounds good I'll try and get in and check them out soon.

    More generally, I've got a major programming project I was working on that I was expecting to finish last week, instead it's been ramped up and will continue for another week or two. Didn't intend for it, but it's pushing back my schedule for this by quite a bit. Still I'll see what I can get taken care of this weekend.
  3. [S]Sowing The Winds - Alpha 0.3

    TIDM2 说:
    All companions are now females. -i

    Is this for some gameplay purpose or is it just because you felt like it?

    It is, presently, purely a matter of aesthetics if that is what you mean.

    UpdatedCompanions.png
    UpdatedAthena.png

    Something of a rogues gallery of the new companion looks.
  4. [S]Sowing The Winds - Alpha 0.3

    I fixed both of the major bugs that had been holding it back so there is now a new stable (enough) release.

    (Spoke too soon, a space in the menus file was causing a fatal error, fixed and re uploaded now.)

    mb16.jpg

    It's positioning is just comically wrong, but nonetheless it is a custom model, inside the game engine with a texture.
  5. [S]Sowing The Winds - Alpha 0.3

    I'm going to put up a poll about this in a second but, I wanted to give a more thorough update.

    I was really hoping to get out a release tomorrow, but some real world concerns have just completely kicked me up and down the block these past few days. That being said, if people are interested in seeing just the progress, even if some of the systems are totally broken, I'd be willing to go ahead and post a release anyways. I did get all of the familial relationships working for the lords, fixed all of the bald females and now most of the factions start at war with someone or other. On the other hand, lord dialogue and castle distribution are completely screwed up.
  6. [S]Sowing The Winds - Alpha 0.3

    Thanks mate, now I can fit that on my todo list.

    I finally found the Warband familial relations code. Good news is I understand exactly what it's doing. Bad news is I'm going to have to essentially tear the whole thing out and completely rebuild it since it's based on a particular organizational structure that I do not now, and probably won't ever, follow.
  7. [S]Sowing The Winds - Alpha 0.3

    FrisianDude 说:
    Sounds interesting. How active will the houses be in trying to get the thrones?

    Depending on how quickly my scripting skills come up to speed, and if I can straighten out some of the non-functional bits, it can go a few ways.
    Ideally, each leader will have a 0-99 value from clever to boisterous. The lower the score the more time they focus on expanding their power and making diplomatic connections, or oppositely they will focus on making claims and fighting with current kings. There should be at least 1 coupe every six months or so between all kingdoms regardless.
    If I can't get that then I'll not focus on thrones so much and instead try and tighten up the code around the policy decisions. Right now the royal houses are still every bit as active as the kingdoms in native, while the lesser houses only go to war on occasion. Between 20 factions that still means a fair amount of fighting, but not enough to really execute the overall vision.
    On the outside, if I manage the first option and find myself with lots of time left over, *dry*haha, I'll try and weave some quests and story lines around the houses. Get into more detail about the effects of these smaller scale politics and see if I can't leverage it so that the smaller steps come together to create even larger wars than are usual in native.

    [Edit]
    I found this while cruising the scripts tonight and probably wouldn't have noticed it if I wasn't directly involved in editing this bit of code, but there is a typo in the module_scripts.py file of the warband module system.
    插入代码块:
    #Swadians, being in the middle, will have additional claims on two of their neighhbors
    	  (party_set_slot, "p_castle_15", slot_center_ex_faction, "fac_kingdom_10"), #swadians claim vaegir-held tilbault
    Now supposedly this starts a dispute over tilbault castle, but higher up we see,
    插入代码块:
    	  (party_set_slot, "p_castle_15", slot_center_ex_faction, "fac_kingdom_11"), #swadians claim rhodok-held ergelon
    Now putting aside the kingdom codes which I changed, these are both about the same castle, ergelon. This shouldn't do any active harm, but it does make it a wasted bit of code since it simply assigns Swadia as the original owner of ergelon castle twice. (they also spelled neighbors with two hs.)
  8. [S]Sowing The Winds - Alpha 0.3

    Fixed, thank you.
  9. Download link and main info! [latest ver 0.0.82e -- 19 Jun 2016]

    Haven't seen anything addressing this yet so I'll throw it out there. If I try to import a .ma file with just a mesh (same name as the file) and a skeleton (not the same name as the file) it returns an error saying, "No Mesh Found". I've been trying different layering techniques and renaming nodes, but so far I don't seem to be finding any working combinations...

    Anyone know what, specifically, it's looking for in a file in order to find the mesh?
  10. [S]Sowing The Winds - Alpha 0.3

    Update 2.1
    Mediafire: SowingWinds A 0.2.1



    Renamed all of the towns and castles, updated most of the strings and conversations to be fairly correct.
    The overall land is now named Farea.
    All of the kingdom troop trees are now in their correct configuration, it only remains to refine their stats and gear.

    Going into detail on the tweaks-
    Leadership is +7 troops.
    Tournament max bet is 300. (this will probably change...)
    Cattle follows you.
    Big recruitment is now a random value up to rel/2+15
    Lords have larger armies, approximately 33% larger.
    Schools give +2 relation a month
    You will be hired as a mercenary for only 2 weeks with the option to extend week by week. (I personally hated the 3 month contracts, was always ready to move on to something better far earlier.)
    Siege equipment builds faster.
    Troops eat less food more often. (1unit feeds 8 troops as compared to vanilla's 3, but they eat every 8 hours rather than every 14)

    Minor update:

    SMDs aren't really working for me, but it seems that I can still make items such as one handed swords and simply attach them to the bone in openbrf. Now that I know this, I'll probably spend some time and see if I can't make some weapons and helmets, etc...
  11. [S]Sowing The Winds - Alpha 0.3

    Sowing the Winds To whit, what is a king but a man of a greater family still than those he rules. So, then, were I to make this woeful clan of mine greater than the kings, would not I then be the King?" Download Alpha 0.3.0: Mediafire: SowingWinds A 0.3.0 What is it? Farae. The western most...
  12. Official 3D art thread - Warband

    Xelvod 说:
    The same ship which I have potsted before now with texture....12.000 polys
    ehko4i.jpg
    29bofas.png
    6jirnd.jpg

    That looks really good to me. I assume the lighting on the sails is "fake and baked" but that's good for giving an immediate sense of three dimensions.

    If I had to guess what a good next step would be for a sort of immediate jump in visual quality, I'd say focus on the front where it sort of hooks back around. Up until that point, straight wood is just fine, but right in there if you could sort of visually explain the structure it would be awesome. Like, painting in where the two segments of hull are connecting and why they're sticking together, or giving that wood along the curve some volume and definition at the ends and where it bends. Mostly, just trying to get it so that each length of wood has a beginning and an end. Not sure if I'm making myself clear...

    Anyways, the model looks very clear and understandable. It's easy to see the how and why of everything working on the ship. Most of the texture is pretty awesome actually, as well. I'll be interested in seeing what it looks like in-game.
  13. Official 3D art thread - Warband

    Don't really have anything to show off since I've spent the interim uv unwrapping the katana and carefully doing my best to break M&B, succeeding btw. Well I take that back, I do have the uv layout.
    KatanaUvs.jpg

    As to the sizing advice, importing an object from the game has been a big help. I suppose I should clarify that I use Maya, so there are some things that just don't translate across programs. One of those is the rules of thumb for sizing. With Maya set to measure units in cm, the katana needed to be roughly 7cm to match the length of the scimitar, so from now on I'll probably just be sure to use reference objects.

    @Setpa
    I've been working at one art form or another for eight years now, learning to take criticism is all a part of the service. The only time criticism really gets under my skin is when there isn't anything in it I can turn around and use, which obviously isn't the case here.
  14. Official 3D art thread - Warband

    So learning the hard way about different parts of the engine. Don't know how, exactly, it measures things for in-game or how to make use of a .dds in the textures folder in BRFEdit. So off in the distance, I get to see nords running around with giant white axes.. good stuff.

    An update of changes made to the axe to fit critique. I still can't disconnect in my mind the haft from the slightly thinner points your hands naturally gravitate towards. But I can tell from the haft I have sitting a few feet away from me that it's really not visible, so it shouldn't be on the model. oh and I'll be posting in spoiler tags using screens at the original resolution they were taken from now on.
    axeupdate.png
    128 tris

    Anyways, just watched an excellent samurai movie named Harakiri this morning, listed in IMDB as Seppuku. So I worked up this straight katana fairly quickly. I'm not happy with the handle, it shouldn't really be segmented as it is, but it never looks quite right as a single piece either. Just not round enough.
    katana.png
    katanawire.png
    140 tris
  15. Official 3D art thread - Warband

    Yeah, shortly after posting, I decided to add another edge loop and make it somewhat more rounded in at least one direction.
    Here it is textured and in front of the ref.
    axefin1.png

    axefin2.png


    Not sure if anyone would be interested, but the modeling up to the first post was recorded. Unfortunately I couldn't record the menu bars, though.
    http://www.youtube.com/watch?v=s4PWGxaN6tU
  16. Official 3D art thread - Warband

    Busy with a bunch of other projects, but thought I'd go ahead and get some experience modding M&B. First project is just a axe.
    axecap.png

    First off, any crits of the apparent wireframe?
    Second, I use Maya and already know how to get the model into BRF. However, I'm a bit more shady on how I will get the, eventual, texture to import into BRF. Is it possible to import the texture directly as a .png for example, or am I going to have to jump through a bunch of hoops?
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