Above is the mesh in some recognisable 3d formats, it is however winrared.
Guess you'll just need to take my word for it that it isn't a virus.
I don't want any credit so feel free to modify and improve it, just remember
to do so in a manner that is both compatible and optimal for a game engine.
The dev team probably doesn't need the mesh anyway, but might use my
idea combined with other peoples as a reference.
Maybe if you had an item named catapult, or ballista in your inventory, then
before a siege begins, the walls will have maybe a randomised level of damage
done to the wall that is being attacked. This way would not create a requirement
for siege equipment and the fancy mechanics that go along with it to exist
on the map.
Another random idea for today, as always, fine on paper but how that translates into reality
is something only the dev team can tell.
The meshes for such a thing, are quite straightforward at least.
My thinking on it would be either a map to find and locate a specific bandit or criminal.
At least that way, it would be a matter of roaming around to find him. From what I
can figure out, it would have to be a solo mission, so you cant bring men with you.
Instead, you would have to fight off a multitude of men whilst being drained of
health.
The strategic positioning of crossbowmen or archers might make the mission
particularly dangerous, even for a well equipped player
I don't think i'm understanding what you mean about the doors, because...
there are no doors. Understand however that I have made the map in the
most simple way possible so that a member of the actual dev team can
take it and develop it in whatever way they see fit. This might include
more advanced walls and pathways, but it depends on what the dev team
considers acceptable in regards to polygon count. I have no intention
on intruding upon the dev teams artistry and am providing something
that can be edited in a manner that suits them and not me.
So anyway, I had another look at this, for fun and decided to simplify it a little in some ways
but advance it in others. The technique used is much more simple, the map divided up into
several sections, each one to be textured individually.
I think it's reasonably straightforward to understand, it gives you more control over what
the polycount ought to be and much easier to allocate workload to members of your team
for texturing etc.
I have saved it out in several recognisable formats, .3ds .obj .dxf etc so if you want it
give me an email and I'll send it off.
I simply whipped that mesh together in an attempt to properly convey an idea but
maybe I'll make a new one that is suitably interesting enough and maybe people
will find the idea interesting enough to implement. I'll leave the finished mesh
in your capable hands quintillius
Just another random suggestion this, but, it feels limiting not being able to chase bandits into the caves
they have, like in the case of sea pirates. It would be cool, if we could enter the caves and clean them out.
Making a mesh for such a cave doesn't seem much of a technical challenge but...
I'm no expert when it comes to modding, the hills and mountains
in the game are.. a little basic, sometimes unnatural. Is it possible
to bring in meshes from an outside source to act as mountains?
I'm not a pro modeller but had a go at it, just for fun and the making
of the meshes doesn't seem...
This is an off the wall kind of an idea that may, or may not be possible. The graphics I made here
are simply for conveying the idea and probably shouldnt be integrated into the game. It's quite
surprising how little people know about maile, how it's made, how it really looks. Hollywood
doesn't...
Cantiga 166
Country of Origin: Uncertain, possibly Portugal
For marching and fighting https://www.youtube.com/watch?v=glrBz3GrFsQ
Unknown title performed by Luidon Incorruptus and Eulental
Country of Origin: Uncertain, possibly Germany
For victory celebrations and taverns
https://www.youtube.com/watch?v=lor61H0DVEU
Yalalah Yalalaaly
Country of Origin: Uncertain
Jihadist music, they mostly avoid the use of instruments, presumably for religious reasons, good for victory music https://www.youtube.com/watch?v=08U60ariV3c
I think the mod and the way it is progressing is quite simply fabulous.
The one area of the mod that I found particularly exciting was the ability to choose what equipment your kingdom troops can use
but at the same time I find it a little confusing and it might be due to development limitations.
If for instance I have 10 kingdom spearmen and I want to equip each one with a range of shield colours and weapon types,
it sometimes just doesn't quite work out the way I want it to in that it's difficult to select each troop, the game just... selects
the same guy over and over again then I get confused as to who has what equipment.
Then, when I charge into battle, I find some troops with no weapons.
It would be nice to have some ability to easily select each of the 10 troops manually, or... have a pool that you place items
into, then soldiers are given whatever items are in the pool, randomly.
You should be able to use a wide range of textures for the trees.
Well... you certainly could, if you were creating your own trees from scratch.
It would require an understanding of UVW mapping and how to skin many models
from a variety of textures stored in a single image file.
If your intentions are to re-skin the already existing trees found in the game, then I
cannot imagine this to be much different, but may require that you export the trees
and re-skin them according to the contents of a single image file.
I am aware of the map editor provided on the forum, but am also aware that
3DS Max and various other 3d modelling applications can be used to create landscapes for the game.
If given the opportunity, I would rather use Max to create a battle landscape, because I can do
much more with it.
I do...
I was able to do it on vanilla, obviously it could use a bit more work and maybe
better texturing but good enough for right now. I did cut the poly's down but I would
really rather not time warp back to the 90's again :p.
I downloaded OpenBRF
Accessed the module for the mod
Loaded up the map_tree_meshes file
Here I can see a list of all the trees used on the map and I can even import my own mesh's which is cool.
The trouble I have here is that even if I remove the entire list of trees from the map_tree_meshes file, the
in-game map is still pulling in resources from somewhere as it is still displaying trees.
Am I looking at the right file, or is the game pulling in these resources from a different file? I cannot
seem to identify which file it is.
Playing Brytonwalda mod for Warband. I like the mod, but find the trees on my
campaign map to be an eye sore and not realistic. I loaded 3D app and tried
to create a model replacement for the trees and ended up with this one @ 200 polys.
Is it possible to replace my campaign map trees with...