SP Native M&B: The Fallen Lords - [In Hibernation]

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http://myth.bungie.org/legends/encyclopedia/

Lots of useful information. Has descriptions of all the creatues seen in the games as well as infomation on the geography of the lands and cities.
 
Managed to fit in the yellow area you pointed out.

http://i22.photobucket.com/albums/b341/AkechiMitsuhide/Mount%20and%20Blade%20-%20Mods/Myth%20Mod/mapoverhead.jpg

I still need to do a lot of work obviously, but its a start at least.
 
I've played the first myth, but if I'm designing characters (and not yet animating) then pics are fine.

I can do weapons as well. n008, I beleive that the origin in the mesh file denotes where it will be held. I can look into this possibly tonight (EST here in Toronto)
 


The swamp.

I got ill so I cant do much today. :sad: Maybe tomorrow.

BTW: I have made a dwarf bow. :grin: Il post a screenshot later.
 
kool, but (not to nit pick) you need to make the texture tileable... looks great though.
 
Mitsuhide 说:
Managed to fit in the yellow area you pointed out.

http://i22.photobucket.com/albums/b341/AkechiMitsuhide/Mount%20and%20Blade%20-%20Mods/Myth%20Mod/mapoverhead.jpg

I still need to do a lot of work obviously, but its a start at least.

Wow! Really nice. I don't have any criticisms except

-Deep Mire should go down a bit further
-Villages of Shoal, Ash and The Crossing (invented by me) are not on the map
-Land north of Dire Marsh should be ice/snow/tundra
-Forest Heart is a bit big but that may be just as well

But I'm guessing you're working on that.

One more thing, there should be small 'land bridges' on the main rivers. The rivers should be unpassable along most of the length to add to strategy. I would put crossings at:

-The Crossing (mid Ire river)
-At the last bend just before the Ire reaches Ash
-The top of the Scamander just under the 'o' of 'North'
-Meander near White Falls
-North Toven river
-A few along the Gjol river

Edit: can you add new 'terrain types'? If you can why not make the crossings/fords ordinary grassland but with a lighter river texture. Would look better than bits of land randomly cutting across the river.

Now here are some extra other features I've thought up, give me your opinions:

-Ship transport for the Light. Can get ships in the major cities that transport you to other towns. Later in the game they'll take you to a landing point in the Deep east of the Twelve Duns and a new city in the Untamed Lands (inspired by Leix in the game - Arabian style neutral evil).

Would also be used at some towns on rivers (ferries) which would give you extra crossing points. Eg Otter Ferry and The Crossing.

I don't think there would be any problem implementing this.

-World Knots in different places. We can tell where some are from the game, others we can make up. They can also be spawning points for the Dark, though a lot less regular than the main Spawn Points. Maybe some would only be triggered for some events in the game.

-Magic system. Would work with 'ammo' bought in slots so you have a limited number of spells. Animations for fireballs and electric attacks would be a problem

-Healing. Don't know how to handle Journeyman. Currently they only work between battles, they're NPCs and add to your First Aid and Wound Treatment skills. How can they work during battles? What about changing AI so they only 'attack' your own units, do negative damage with a long 'reload' time.

-Explosives including satchel charges. Don't have a clue how to implement this.

-Hand combat (no weapons). I think this could actually be implemented relatively easily. Make very short, 'invisible' weapons and change the arm animation from the ordinary sword swings.

-New character classes which are actually races. Different body meshes for human characters.

More muscled Northmen with tattooed textures which change color depending on berzerker level. High starting strength, athletics and health.

Fir'bolg shorter, long pony-tails, light dark skin (they're based on North African tribes - according to a guy on the net). High agility, speed, strength but low melee combat skill

Province, average humans - no changes needed.

Dwarfs. New long beards. I am guessing that hair and also all armor/clothing is going to have to be remodelled and made smaller to fit them. New animation for walking (shorter steps). High intelligence, agility and health.

Journeyman/heron guard. Are they the same as ordinary humans? Should it be a player option?

Edited the first post to add basic mod info
 
Sheek, with Thorgrims map editor, you can now put in Bridges with names and all, so no need for the land bridges..... :wink:
 
Besides, any TRUE Myth-fan knows that dwarves use no other weapons than molotov cocktails and satchel charges... [insert arrogant expression here]
 
anyone found a way of causing area damage? If not those cocktails would have to be dead on! :???:
 
How do you add bridges? I think I remember him saying you make a town but change the image to a bridge or something? Also is there an easy way to add new spawn points and towns/locations using the Map Editor? Any help is appreciated.

Sheek: I will get to work on some of the finer details now. Can someone send me a tileable swamp texture if possible?
 
no new news? Hey, other than the character meshes, is there anything else you want created? I don't want to start on the character meshes incase something different comes up from Lurb in regards to the exporting of body meshes, seletonal meshes and the such...
 
jik 说:
no new news? Hey, other than the character meshes, is there anything else you want created? I don't want to start on the character meshes incase something different comes up from Lurb in regards to the exporting of body meshes, seletonal meshes and the such...

Yes, there's some armor and weapons to make. I just PMed Keeper about that with links to character art and I don't know what I said or what the links any more (they're imagehost). If you want PM him and work it out between you.

Other than that, I don't think there's anything. I'm busy doing some interior and exterior scenes for the cities (an outdoor barracks area, a port and a slum are being planned). I've got a lot of work all of a sudden so I won't have much time to mod until next monday.

If any of you have ideas go ahead and suggest them, take the initiative. Also if someone wants to be the 'official mod organiser/coordinator' go ahead you'll probably be better than me at planning.
 
Ok, I guess I'm the only one here now... I got a sample of the trow...



now, I didn't up the scale any yet, but he is a bit thicker than the regular man, made the foot more of an elephant foot (like the pick) and dropped the hand digit cound from 5 to 4...

Cause nothing else is happening, I tried to bring it into the game (I mostly played with with veritices for the body and legs, had to to chop shop the calves and hands) but as the game stared up, it crashed... I'll try and just use the body, but I think the same will happen.

I did notice a lot of vertices overlaping each other (in some areas, I found 16 vertices in the same spot?!?!), and some edges that should have been attached but weren't. This may be why it crashed. My model had quite a few less vertices and faces... damn education ingraining optimizing in me...

Well again, I guess we have to wait for the editor team before I can go farther... If no one else is working on this anymore, I'll move on...
 
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