Looking for a few people to assist with my Warband mod.

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tbox

Sergeant
Hey guys, I been working on my mod for a few weeks now. Learning as I go along. I would love to add a few people to help with some of the stuff currently outside my skill set.  I would like to add some animations which are from open source projects. Crawl, low walk ((have SWD files and (animation mod inputs although maybe need to be altered) , spear brace and shield bash. Also I would really love some help changing some shaders or adjusting textures/materials. Seems a lot of open source stuff is slightly too reflective with warband screwing up depth perception and detail/realism.  Also any scripters who know how to make 3 teams instead of 2.    OR any thing you may think would be helpful. Had a lot of help so far from many US Players who hang out on NK vent and AV vent.  Would not mind more closed testers would help give feed back.  Or anything else you may think could benefit the mod's appeal, I am open to ideas and additions/subtractions. 

About my mod.


"Tmod" (working title)  is hard to describe briefly but it is sort a renaissance  merc mod.    I have tried to make weapons more useful is niche situations to allow for more strat/tactics.  Added new weapon, armor and horse models from open source projects or projects I have been given permission to use and for a very very few they are still pending permission and will not be used in any open beta or game until I have been granted permission.  Credits to follow open beta and release.   

Only 2 factions

Some expample of item changes and troop change. All infantry type troops have same weapon and armor availability while armor may varity on model look a plate helm will have the same stats and cost as another plate helm for the other faction. 


Extended and added new model for pike. It is now 500 feet long, can only be thrusted, can not block and heavy and relatively costly. 

Bows now come in 3 categories  a fast short range bow ( low damage, low cost, medium to ok accuracy, very fast shooting) ,  a sharp shooter type bow (medium damage, medium range, high accuracy bow, and medium speed), and a high damage long range, medium accuracy, and  slow shooting type bow.

Halberds added.

Poleaxe/Polehammer added for Cav

Removed Unbalanced instead slowed down 2 hand weapons. 

Made all player stats the same  besides 1 less athletics for archers ) (so infantry can shoot bows if they loot them (remember merc themed) 

Explosive arrows (small aoe) costly and low ammo amounts.
And more. 

ONLY A HANDFUL OF THE MANY NEW MODELS ARE SEEN IN THE SCREENSHOTS.
Screenshot slide show link.

http://img191.imageshack.us/slideshow/webplayer.php?id=mb4f.png




 
The kettle hat is from dejawolfs "Medieval Helmet Pack" and the great helm is from "Talaks Unique Armoury".
 
I made no models just simple used others.  I may have adjusted model size values. I believe the above posters are correct on where I got the helmets from.  If you do some digging there is like over 1000 models/textures available open source or with permission.  Which is great for non model makers.
 
Capt any tips on how to make the items shine less. I am guessing that it is a function of shaders.  I am not sure how complicated or time consuming it would be.  The horse in the checkered blue and white looks like it is wearing a plastic table cloth due to the excessive reflection.
 
If it's in Warband, change the shader to "nospecular_shader_skin_bump_high_aniso", diffuse B to "manface_young" for some unknown reason and be sure to remove any specular texture.

Set "Spec RGB" to 0.5 on all and Coeff to 10. Flags to "720". In other words: copy the other horse materials.
 
captain lust 说:
If it's in Warband, change the shader to "nospecular_shader_skin_bump_high_aniso", diffuse B to "manface_young" for some unknown reason and be sure to remove any specular texture.

Set "Spec RGB" to 0.5 on all and Coeff to 10. Flags to "720". In other words: copy the other horse materials.

Thank you for the timely replay and hope can you please break it down for a moding layperson like myself. I am think I have to openbrf and replace iron shader to nospecular_shader_skin_bump_high_aniso.    and the next one to manface_young and save.    Next I am not sure where i can set Spec RGB.  Any clearfication would be helpful thank you Capt!
 
It's not so complicated. Just open the material, for an existing Warband horse and change your horse's material's setings, to match it.

Here's the hunting horse material:

4399370901_b516708bb9_o.jpg


The only thing that should be different is "bump" and "diffuse A". I highly doubt you have a normal map, so set "bump" as "none".
 
Thank you very much for the follow up.  Very easy to see how to do it now. Thanks man!
 
Just wanted to say I just tried it and found it to be significantly improvement some items. More so armors then the horse but still noticeable difference on both. Thanks again!    Considering the help this provided me I believe it should be stickied  at least mentioned in the open model pack thread. 
 
It's certainly your call, but I'd personally wait until Warband's actually released.

Lord knows how much will change before a stable version is reached.
 
Austupaio 说:
It's certainly your call, but I'd personally wait until Warband's actually released.

Lord knows how much will change before a stable version is reached.

It is early, especially considering tbox's lack of experience. If he's just doing models/textures, though, I don't see the harm.
 
And item stat changes.    Hopefully more in the future but not a totally new game or anything.  So far I  have been able to port changes from updates in 30 mins.  Trying to keep the focus relatively small as in making the basic game play better for certain types of people.  Rather then make like a total conversion mod. I doubt I will be done by release of game but hopefully late beta. From what I seen in the module after each patch not much, at least for a person of my experience, seems to change.  Of course, I would love to see shield weight and speed modifiers fixed.
 
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