Contributions that are greatly appreciated: Models (updated Apr 6 2013)

Users who are viewing this thread

*INCOMPLETE WORK IN PROGRESS*

I would be very appreciative of any contributions in scene making and items, particularly. That being said, the game scripts demand certain parameters and restrictions, and I also have a certain vision in terms of historical and geographic accuracy (which I don't always live up to, I'll be the first to admit).

Things needed:
1) Banners that can be used in-game based on those visible on the website.
2) A large Hindu temple
3) Chinese architecture

Thanks again to all the contributors who have made this possible!



1. Scene maker's guide

Update: April 5 -- I have a somewhat new idea of how I will do scenes, so for now it's probably best that I do them myself.

General guidelines:
1) The game is made to work on fairly old computers, and there are a lot of bots running around. I try to use low-res models for vegetation, and try not to add too many scene props.
2) AI meshes don't work on the biggest maps (the raid ones). That means that there can't be any scene props that trap bots in the middle.
3) In the siege maps, the fortifications can't be moved. You can do as much as you want inside the walls, though.
4) I'm interested in maps that look, as much as possible, like real geography -- and not Bryce Canyon or the http://en.wikipedia.org/wiki/Pont_d%27Arc, as beautiful as these places may be. Instead, I'm looking for maps that resemble the routes of communication -- mountain passes, river valleys -- or border wasteland where armies and raiders met.
Try and pick an actual area where a battle or skirmish may have happened. It doesn't necessarily need to be a medieval battle -- the same invasion routes tended to be used for centuries.
http://en.wikipedia.org/wiki/Georgian_Military_Road
Get to know the place a bit via Wikipedia and Google Earth.
Now -- you don't have to make a scale map. Feel free to compress distance -- distances look and feel larger on a computer anyway. But if you can, try to make it so that the vista you see in-game resembles a vista in real life. (You don't need to do this right near the edges of the map, and it's impossible anyway).
Slopes should not be too steep, or hills too lumpy. Try to think how drainage would work -- most land parts of the planet, even deserts, are heavily shaped by water. Valleys are cut by water, and if they're blocked, the water will usually find a way out.
Vegetation usually clusters together, and does not grow well on very steep slopes.
When you do add buildings, keep in mind that you won't have a huge fortress or other high-maintenance structure in the middle of nowhere. There will be crops, and usually smaller buildings, in the outlying areas.


Specific information for individual game modes:
For caravan raid and livestock raid, probably the easiest thing to do is take a map in-game and work from that. Delete props, level terrain, but keep the entry points roughly in place.

A raid map looks like this (warning -- this is a very ugly schematic)
raidmap.jpg



"D" and "A" are the settlements of the attacker and defender. They can be very small -- a roadside inn, or a hamlet, or a campsite, or whatever.

The bots will move from side to side across the map, raiding according to the arrows. They move towards the middle while halfway. "L" represents the path taken by livestock raiders, c by caravan raiders.

The area where bots operate represents an inflated hourglass, basically. So, scenery that has a collision mesh, as well as slopes that a horse cannot climb, should be if possible towards the edge of the map.

*Important -- you might not need to generate too much vegetation. There's a scene prop -- forest marker -- that looks like a big concrete slab in edit mode, but in the game is invisible and randomly generates vegetation beneath it in a fairly realistic-looking pattern. Try not to use more than 60-80 of these, or it will slow down FPS.


2. Item guide
I'm quite anxious to set up the Chinese and Indian settings, but this will take a lot of work.

Architecture
* Chinese-style courtyard houses (http://en.wikipedia.org/wiki/Siheyuan)
* Chinese urban shops (as depicted here: http://en.wikipedia.org/wiki/Along_the_River_During_the_Qingming_Festival)
* Chinese gates and walls (these are a bit later than this period, but close enough -- on a smaller scale, though)
http://en.wikipedia.org/wiki/Fortifications_of_Xi%27an
* Chinese temples
* Hindu temples (Hoysala would be ideal, time-wise, but it would not to be so ornate)
http://en.wikipedia.org/wiki/Hoysala_architecture

Faces
* Asian

Armors
* Song dynasty Chinese and other Far Eastern (http://www.dbaol.com/armies/army_116_figure_1.htm,
http://www.dbaol.com/armies/army_78_figure_1.htm, http://www.dbaol.com/armies/army_71_figure_1.htm)


... and ...
* A rigged Indian elephant
* Any kind of statuary or other outdoor religious art -- Buddhas, stone calvaries, Hindu friezes, gargoyles for churches -- appropriate to the 13th century or before.
 
Alright, I could start working on Egypt if you dont mind. I took a look at the current map, and I think I can start making something out of it. Im thinking...A western bank of the Nile, somewhere where there's not much agriculture, maybe a temple or such on the other side of the Nile. Ill start working on the field battle map, but uh, are there like blank scenes on to which we can copypaste the existing scenes and start modifying them without all the bots running around?
 
Field battle for Egypt would be great. Unfortunately, I didn't include the mod tools for editing battle maps! Apologies for that. I'll try to correct that in the next update. I'll try to figure out another way of doing this.

Actually, would it be possible to omit the Nile -- or make it a canal? The Nile itself is a huge river and I'm trying to find a way do it justice with the offmap terrain mesh. I was going to convert the river in the desert raid map to an oasis lake.
 
Hmm, I think that might be possible, yeah. Ill see what I can do once you put some blank scenes or such in, in the meanwhile, Ill start googling some oasis villages and whatnot.
 
Extra Invasion has tons of far eastern models (items, not scene props), although they don't look all that... great...
It also has an elephant with a not-so-great rig, but it works, I suppose. Check it out if you'd like.
 
Thanks - I'll have a look at Extra Invasion.

Temuzu - for Egypt scene inspiration of all types, I recommend this -- the 'Moderne', that is to say, 18th century section
http://descegy.bibalex.org/
 
Regarding chinese gear, there's a great chinese mod, which models are OSP. More info here :

http://forum.meleegaming.com/suggestions-corner/chinese-crusader-armor-pack/
 
Those are brilliant! That's absolutely what I need. I'm not seeing the download link, though -- or rather, I'm seeing it, but am not able to read it.
 
nijis said:
Those are brilliant! That's absolutely what I need. I'm not seeing the download link, though -- or rather, I'm seeing it, but am not able to read it.

Oh yes, I forgot to add it (was at page 12)

http://www.4shared.com/rar/IxEuABcF/China_da_song_30.html
 
nijis said:
Absolutely beautiful. And perfect for the period. And huge. I'll have it downloaded in 2 hours, I hope.

Thanks so much.

cRPG has also got some good byzantine / turkish gear (check the shop http://c-rpg.net/index.php?page=equipshop&cat=body you'll have to login). It's probably OSP but you'd have to ask to make sure.

1257 has some amazing byzantine / rus / arab models, but sadly a permission is required.

Narf has made a good men at arms pack, for western factions : http://mountandblade.nexusmods.com/mods/3673

A small arabian equipment OSP : http://forums.taleworlds.com/index.php/topic,240350.0.html

There was also an indo-persian pack, but sadly the link seems to be broken...

 
Deathwhisper said:
There was also an indo-persian pack, but sadly the link seems to be broken...
They were just old-format Repository links.
http://www.mbrepository.com/file.php?id=1311
http://www.mbrepository.com/file.php?id=1312

(I just replaced all of those links with updated ones in the OSP list thread)
 
http://forums.taleworlds.com/index.php/topic,76333.0.html



Here's a viking weapons and armor OSP pack. You can use this for when Norrland is introduced. I wish we could play as reformed vikings!
 
Thanks to all! Hirovard, if you can do walls like that, I'd be delighted!

Re northern stuff -- with the alternate history, the Vikings needn't necessarily be reformed... With the great superpower of Christendom based in Rome rather than in Aachen breathing down Denmark's neck, the pressure to conform with the rest of the continent's belief system may have been less.
 
Well, I cant do anything proberally atm, as I have a HDD being repaired, but once it's done I'll do my best :smile:

Only real problem I have found is getting goo textures.
 
double post, woopty doo  :roll:

anyway, been doing a little work and here are a couple of screens of a untextured wall turret :wink:

Front
turret_v1.JPG

back
turret_v1_back.JPG

basically, i can add a load more detail later, better to get basic design done.

Also these are working from what images i have at hand and using a little artistic licence ^.^

Little update, done a small section of wall, and just made a little mesh with the wall and the turret together, enjoy :wink:

wall_and_turret.JPG
 
mbwarband20120814162557.png
mbwarband20120814162542.png
mbwarband20120814162534.png
mbwarband20120814162528.png
mbwarband20120814162510.png
mbwarband20120814162502.png
mbwarband20120814162521.png

WIP Egypt battle scene. Any suggestions? Too much stuff on the other side of the river? More stuff on the other side?
 
Back
Top Bottom