New scenes (update 30/12/2011: Saxon Village p. 32)

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Adorno said:
Seafaring and trade across seas was very common at this time,
and the coasts and ports were vital places for communities with much activity.

So why can't the player go there? Well, now he/she can.

In next patch we've added a few port scenes for the player to visit,
and have a chat with the sinister folks who dwell there.




Irish



Anglo-Saxon/Jute



Briton





Pict



Adorno, which graphical "add ons" did you use for these shots/sceneries?
- PL?
- CiD?
- the pack?
- any other enhancements?
- or just plain native graphics?
thanks...
(i´m still looking for the right graphics, PL has ****ty vegetation, CiD is a bit too constantly dark, ...)
 
I'm not using anything. It's plain native  :smile:
Maybe just turn on HDR and shadows on people and objects. Also turn off fast water reflections to make water look better. That's it.


This is Polished Landscapes and Calradia in Darkness (duck!)

 
Adorno said:
I'm not using anything. It's plain native  :smile:
Maybe just turn on HDR and shadows on people and objects. Also turn off fast water reflections to make water look better. That's it.


This is Polished Landscapes and Calradia in Darkness (duck!)

Nice screenshot, it looks great. Hopefully that javelin hit a Briton . . . Or a Pict . . . Or a Gael. I'm not fussy.
 
Gasket said:
Adorno said:
I'm not using anything. It's plain native  :smile:
Maybe just turn on HDR and shadows on people and objects. Also turn off fast water reflections to make water look better. That's it.


This is Polished Landscapes and Calradia in Darkness (duck!)

Nice screenshot, it looks great. Hopefully that javelin hit a Briton . . . Or a Pict . . . Or a Gael. I'm not fussy.

Every opportunity eh?
 
Adorno said:
I'm not using anything. It's plain native  :smile:
Maybe just turn on HDR and shadows on people and objects. Also turn off fast water reflections to make water look better. That's it.


This is Polished Landscapes and Calradia in Darkness (duck!)

alright, thanx. interesting. looks quite different from my plain native for some reason...
have you dev-guys ever thought about implementing "realistic colours 1.22"?
heard its just about optimization, no graphical changes.
anyway, thanx Adorno.

Gasket said:
Adorno said:
I'm not using anything. It's plain native  :smile:
Maybe just turn on HDR and shadows on people and objects. Also turn off fast water reflections to make water look better. That's it.


This is Polished Landscapes and Calradia in Darkness (duck!)

Nice screenshot, it looks great. Hopefully that javelin hit a Briton . . . Or a Pict . . . Or a Gael. I'm not fussy.

of course you are not... as we all know...
 
New town scene


Din Cado
  South Cadbury






The hill fort at Cadbury has a very long history and "is the best known and most interesting of the reputed sites of Camelot" (1).
"The earliest settlement was represented by pits and post holes dated with Neolithic pottery and flints.
A bank under the later Iron Age defences is likely to be a lynchet or terrace derived from early ploughing of the hilltop.
The site was also occupied in the Late Bronze Age and throughout the Iron Age.

The castle is a multivallate hill fort built around 400 BC. Large ramparts and elaborate timber defenses were constructed
and refortified at least five times over the following centuries" (2).


Reference:

(1) http://www.britannia.com/history/arthur/cadcast.html
(2) http://en.wikipedia.org/wiki/Cadbury_Castle,_Somerset

Screenshots...

Great Hall

Town center









Mead Hall

Arena







Besieging Din Cado






Walls are breached and fighting continues in the streets...

 
Thanks  :smile:

I compromised a lot. The scene is precisely half the actual size of the real Cadbury,
and still there was only room for the hill with vallates and nothing beyond that.
Also the vallates are not as 'winding' as the real ones, since it's almost impossible to level the ground properly.
But I tried.
 
New town already in 1.36.

This is a fictional town, where I could experiment with some stuff.
But as always it's based on what is historically plausible.
I might as well present it to those interested - or go play the mod and see for yourself  :smile:

It's the towns of Din Bych and Nas na Riogh




Screenshots:

Great hall

Town center









Arena






A siege

The stage is set

Advancing across the fields

Chaos breaks out

Two ladders up and the gate is breached

But defenders stand strong behind the walls

Reinforcements arrive. Defeat is inevitable

 
Dear Idibil and Team,
I just dwlded and played the very last version....and .... :shock: mamma mia!!!!! That' s not a mod anymore....IT IS A BRAND NEW GAME!!!!!!!!!!! :cool: :cool:

I would like to start a Poll to ask to Taleworlds Big Chief to make it a new game expansion, really.

I wish I had more time to play .......... :cry:

BRAVISSIMI!!!

Your friend :wink:
Gabby
 
I am honest, Idi......I think you guys should have this Mod to become a New Official Warband expansion.
Something like "With Fire&Sword", that was originally a Mod and now is a game :wink:
The work you guys did is not even "human", guys!!
I checked some things and you made all of them so nice and particular :shock: :shock:
Even the Forum and the topics are so well kept....
And you are not only a great modder but a very nice and caring person, amigo!!

I am so sorry that I wasn t able to develope a sub-mod from your marvellous Brytenwalda, but....hey folks, Bryt is so full of unique things and issues, that is so much work to even just "modify" it!!!! :oops: :oops:

Gab
 
New castle scene

For those of you who don't know I've made 3 castles for Imperium Romanum.
And one of those will be reused in Brytenwalda, just as they were IRL  :smile:

Obviously time has passed and the walls are partially damaged,
and in some places reinforced by palisades.




Overview



Walls in decay - notice the earth bank: a simple way of reinforcing walls without using too much stone.





Central avenue, commander's house to the left and stables in the centre.

Gatehouse from inside

Commanders house up close



A siege:







 
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