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  1. Specialist

    Official 3D art thread - Warband

    Bava said:
    Still working on my lil' ship
    untitled1.jpg

    untitled12.jpg
    Eh, looks a bit washed out on the lower hull of the ship. Just messing around, obviously you haven't finished it yet. Looks good so far though.
  2. Specialist

    Official 3D art thread - Warband

    Lumos said:
    3DSMax is actually pretty simple and powerful once you get the hang of it. My gun-loving self originally used this tutorial (I think) and a book to start out, then I experimented at doing other stuff and followed other random tutorials off the net.
    Fair enough. Oh, now a question that I've not been able to find a straight answer to on the internet...

    Can I use the 3ds Max Student Edition to learn, then buy the Professional version and sell the work made in the Educational? In essence, if I make something that actually turns out well, and I decide I want to sell it, I would have to buy a commercial license. The problem is, I can't figure out how their terms work. It seems as if you would have to completely remake your 3d model, but if I buy the pro version, why would that limitation still exist? I honestly cannot find a damn thing about it, so I figured I would ask.
  3. Specialist

    Official 3D art thread - Warband

    Does anyone have some tutorials on getting started with 3ds Max? I've got the student edition, figured I'd take a crack at it, but I'm stumped by the overly complex UI (compared to what I've used before). I've looked around online, but I was wondering if the Max users out there learned through a specific tutorial set that they would recommend.
  4. Specialist

    Official 3D art thread - Warband

    Alright. For all the cheap 3d artists (like me) out there, I've got two questions.  :lol:

    1. Is it best when using Wings to optimize the high poly model to low poly or to just make a whole new low poly mesh based on the high poly mesh?
    2. Is it better to scrap the high poly to low poly baking process altogether and just paint the normalmap by hand?

    Also, any good tutorials on the basics of this for Wings? (Not planning to use Blender, Max, or Maya until I grasp 3d art a bit better)
  5. Specialist

    Official 3D art thread - Warband

    cwr said:
    Model looks good! :grin:

    I tried to download the .dds pluging that _666_ linked, but it's for Windows. :mad:

    I think you just need to export it as .obj, then import the mesh, but then again I suck at modeling, so I'm probably wrong. :oops:
    I'm no mac user, so I am probably wrong about this, but isn't the tar.bz2 format the one for OSX? Worst case scenario, I'd go with what Lumos said and go with Photoshop CS2. I personally don't like PS, but CS2 was the best one, and it's legally free.
    Another choice is to get an image converter.

    I'll see if OpenBRF changed (or maybe Wings did), because back 6 months or so ago, the hard edges disappeared as soon as I imported the obj file.
  6. Specialist

    Official 3D art thread - Warband

    Apologies for the double post, but I'm more or less done with the model. It occurs to me that I mucked up the edges on the stock (and the rest still needs tweaking anyway), and I may need to redesign the lever (looks kind of choppy), but at the very least I'm happy with the progress I made in 3 hours.
    fPRLo7G.jpg

    CsUwVPb.jpg

    raHEI1D.jpg

    0lxEOpJ.jpg

    MEL2tep.jpg

    So, what do you guys think? Need more work?

    Now, two questions for those who are knowledgeable.
    1st, how do I export the model from Wings and import to OpenBRF without losing the hard edges?
    2nd, any good texturing tutorials for good ol' Gimp? Once I polish up the model I need to move on texturing (good Lord I'm gonna screw that up. :grin:)
  7. Specialist

    Modding Q&A [For Quick Questions and Answers]

    Lumos said:
    You're not, technically. The link posted above is - unfortunately - nothing but an idea for something potential, and as much as I'd like a co-op campaign, I'd like to see encounters and perhaps dialogues handled successfully for all players in order to believe  that it's possible.
    True, but still a first step, which is better than nothing. Theoretically that would allow some really experienced MP coders to work on fleshing it out. At least since the strings need to be manually sent, I'm sure it can be done by scripts. The challenge, like you said, is in dialogue and encounters. After all, battles could be handled client-side, and then send the results to the server. Save all the data in the player save file about troops, party size, inventory, etc. I know that leaves a lot of holes for cheating, but still a possibility to create.
  8. Specialist

    Modding Q&A [For Quick Questions and Answers]

    Matix522 said:
    Cain3245 said:
    I haven't bothered to look through all 1067 pages of posts, only the first hundred or so, but I was wondering if anyone had tried to make Warband multiplayer in the sense that two or more players were playing on the world map at the same time. I looked through a list of mods and couldn't find one; has anyone attempted this or is it impossible?
    Gamma version:
    http://forums.taleworlds.com/index.php/topic,285189.0.html

    Glad to be wrong. Once it gets polished that would be a very good idea for a mod...  :smile:
  9. Specialist

    Modding Q&A [For Quick Questions and Answers]

    Cain3245 said:
    I haven't bothered to look through all 1067 pages of posts, only the first hundred or so, but I was wondering if anyone had tried to make Warband multiplayer in the sense that two or more players were playing on the world map at the same time. I looked through a list of mods and couldn't find one; has anyone attempted this or is it impossible?

    So you want a co-op single player? I may be mistaken, but as far as I know it is virtually impossible with this engine.
  10. Specialist

    Official 3D art thread - Warband

    cwr said:
    I gave texturing in GIMP another try just now, and I can't figure out how to:
    a) Give a layer a certain amount of transparency.
    b) Give the lines that I'm drawing a certain amount of transparency.


    Stupid questions I know, but I've been trying to figure it out for half an hour now, so yeah. :oops:


    Edit: Here's my untextured model. It has a UV map, but no texture until I figure out how to use GIMP.
    Ob0XGVZ.png

    I'm a horrible teacher, so let me try to explain this in my terms...

    A) You need to create a second layer (Ctrl+L is the hotkey I have set) and label it as Alpha Transparency/Alpha. Then use the opacity slider and change the base layer to your desired value.

    B) This one I'm rusty on. Basically, make a second layer as alpha, and put the lines on another layer apart from the rest of the texture (this avoids headache of accidentally making everything transparent), then use the opacity slider on the new layer with the lines on it. That should allow you to make some easy transparency. I'm no texture, just a tinkerer. :smile:

    @Mr Master
    Now I have nostalgia pains. Need to rewatch that movie.

    @xPearse
    Still looks like the meat/lips are wrong, but the rest seems to be getting better.
  11. Specialist

    The Reckoning| The Original Thread

    Driveable cars. HA! Probably just a car rigged to a horse skeleton... *looks at pg 48*

    I think I forgot that it's Grandmaster's mod... Seriously, how did you manage that? (Not asking for code, just a theoretical statement of how).

    Looking forward to it, this should be awesome!
  12. Specialist

    Official 3D art thread - Warband

    I've not been on the forums for months, let alone this thread, but the artwork is just as amazing as usual!

    Here's what I've got so far, I'd say about halfway done, since what I have left is all the intricate, complicated junk.
    Heck, I don't even know why I'm making this. Got bored I guess.
    VINbPCf.jpg

  13. Specialist

    The Reckoning| The Original Thread

    This looks amazing graphically. You guys just need an animator to make WB animations look less blocky.

    First Zombie mod I've been interested in for a long time
  14. Specialist

    [B] Warriors of the Gods

    Locking for now. I'll see what the future brings, but at this point (as I said) I'd have to start over.
  15. Specialist

    +100 party size for Player's Faction

    MadVader said:
    Players who want custom cheats should not be encouraged to post here, they don't contribute in any way.

    Honestly, MadVader, I understand where you're coming from with saying what you've said. I know personally that I am easily annoyed when I see posts like "Help with uber haxorz plox", but this seems rather beneficial anyway. Plus, how is it a cheat to want a boost in party size when you're a king? It may be custom, but not a cheat. I don't see this as the "useless spam and junk" that infests the board at times, but rather a helpful code that anyone can use in a private or public mod.

    I can respect your opinion though, as it does make sense, but those are my two cents on the matter.

    And yes ccllnply, you do fit the standard description of a keyboard warrior...no offense.
  16. Specialist

    [B] Warriors of the Gods

    Seek n Destroy said:
    IRC the presentation code used in this mod was incompatible with newer versions of M&B.
    Maybe you'd better keep this mod in the graveyard, I don't think Specialist is going back on it.
    Chances are not. If I did, I would have to start over from scratch, which may happen. Been inactive for a few months now because of real life anyway. :sad:

    vingo1 said:
    Why do you think i get an "not a valid win32 application" error when i acces the .exe of mount and blade?
    Chances are that a DLL file was deleted by mistake. Nothing in the module folder would keep the exe from running. Just try reinstalling the game.
  17. Specialist

    OSP Code QoL [WB] Ironsight mode

    Dasvi2018 said:
    Yea but in which file is this line?
    module_mission_templates.py

  18. Specialist

    OSP 3D Art [Kit] Dismemberment and Decapitation Mod Kit... WIP Version Released

    Brozakbimm said:
    yeah i got my answer somewhere else, turns out that one of the arms is a complex prop....

    but in that regard, I'd simply create a prop arm troop, and prop arm holding body for each model I'd need?

    but the armor won't conform to it will it? Do I need to make special prop armor for each prop troop for it to look right when the arm is whacked off?
    Right. and right. You would need to make the body armor for each troop so that if the prop/shield arm gets lobbed off, it looks normal.
  19. Specialist

    OSP 3D Art [Kit] Dismemberment and Decapitation Mod Kit... WIP Version Released

    Brozakbimm said:
    how to add dismember to all troops? not just the ones provided?
    You can, but it will take a ton of work. Work which you'd have to do by yourself most likely.
  20. Specialist

    OSP Modern 3D Art WW1 weapons, scrips, sounds etc. (Updated)

    DanyEle said:
    File not found.
    Not possible mate. It downloads just fine. :razz:
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