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JMRC
03-16-2008, 17:12
Developing Units for Europa Barbarorum 2

It's been a few months since we made our last Stele, and it's about time we give some feedback to EB fans about how the development is going. So, in this 4th Stele, I will divide it in 2 parts: current development situation, where you get to know how things are progressing and a second part where I give you an idea of how we are developing units for the mod.

I hope you like this Stele format and keep visiting our forum, asking questions, placing suggestions and giving your feedback. Very soon we will compile them into a development FAQ, where we will answer your questions, in the best way possible.

Current Development Situation:

This is always a tough part to write, since so many things happen at the same time, with different degrees of completeness. So, I will split this part into sections, so this will be more understandable.

Team:
I think this is a good place to start from. The team is comprised of about 60 people, not all of them active, but enough to provide all the info we need to work: historians, programmers, modelers, skinners, illustrators, multimedia specialists and support people (website, control version software and programming tools). We are always looking for talented people, from every one of those areas, to join us, since the huge scope of this project requires a large team of devoted members. Also, a large number of the current members are still involved in the final stages of development for the EB1.1 release.

Social Structure:
Basically, this was where we started. The EB1 system is being revamped to seize many new possibilities offered by the M2TW:K engine. We are mixing concepts like culture and religion to provide a somewhat complex system where the player will have a tough time trying to balance all the variables in each conquered region, so that it can go from a rebelious to a fully integrated provice of your growing empire.
We are still discussing this, but there's already some coding done, to provide an experimental base for adjustments.

Traits and Ancillaries:
We are importing traits and ancillaries from EB1, before we begin coding them using the much-improved code instructions that M2TW:K provides. There's still a lot of work to do here, but things are progressing.

Recruitment:
We are finishing the process of identifying the units which will be part of EB2. We know this is something that will suffer changes well into the first release, but this is an important part of the unit development process, and it's good that we're about to finish the list.
We will be using the Eras funcionality of M2TW:K to reflect the factional recruitment, since each faction will be able to recruit more than 100 units. So, no more need to replace the EDU file to be able to find a factional unit in the full roster, before a MP or custom battle. One of the Eras will already show all you need.
No coding for now; just listing the units and their factions.

Unit Development:
I will be putting more detail into this section later, but the situation is that we are still in the beginning. As you know, M2TW:K offers better graphics and the ability to have several skins in the same texture file, which allows for a lot of diversity within the same unit. However, this also means much more work to be done, from concepting, to modeling and skinning. So, we made a great recruitment effort among modelers and skinners from several games (RTW, M2TW, M&B and even Crysis), which brought a new batch of talented people into the team. With them, and some others that we are still searching for, we expect to surpass the number of models made for EB1, with much more skins.

Animations:
This is another area which is still in the beginning. We are currently producing the overhand spear animations for greek phalanx, before we move on to the macedonian phalanx and the slingers. A lot of work still to be done here.

Unit Stats:
Nothing done in this field yet, as was expected.

Loading Screens and UI:
This is a part which is progressing very well. The loading screens are almost finished and we are also changing the UI for each culture.

Illustrations:
For now, we are concentrating our illustration efforts in the concept art for new units. Though we have started recently, I think this is going to have a good impact into the unit development process.

Stratmap Buildings:
Not much done in this field yet, but we have recently recruited an artist that will specifically work in this area, so I expect to have some progress in the next Stele.

Battlemap Buildings:
This one is a tough part. There isn't yet any breakthrough into the World files, so we can't change the buildings in the battlemap for now. This is a major problem in any game that strives to build a non-medieval setting using M2TW, but we're convinced that sooner or later this breakthrough will happen.

Voicemods:
This is another area which is having a good progress, mainly due to the fact that new voicemods are being made for EB1.1 and they will be used in EB2 as well. Q-Celtic is completed; Pahlavan and Proto-Germanic are nearly finished.


Developing Units:

Following in Foot's footsteps, who gave a detailed account on how we started the EB2 development (read Stele #3 (https://forums.totalwar.org/vb/showthread.php?t=95706)), I'm going to tell you how we are conducting the unit development process and what's involved in it.

Developing units for EB2 is a fun thing for historians and artists, since the former have to search their sources and come out with pieces of evidence that support their concepts, while the later have to produce a model or skin based on that concept and bring to life a unit which walked in the "real life" fields of battle more than 2000 years ago.

Procedures for Unit Development:

Concept threads: the historians from each faction pick up a unit from the list already compiled of the units that will make it into EB2 and start a concept thread where they post pictures of murals, paintings, pieces of equipment, etc, which will serve as basis for the artists' work on models and skins. In these concept threads, there's also a lot of debate about the unit's characteristics and representation. In the end, the historian responsible for the thread gives the GO for the unit's creation.

Modeling Work Assignment: when the concept is nearing its conclusion, a modeler is assigned to the initial stage of the unit development. This is done mainly taking into account availability and the will of the artist.

Modeling: the modeler picks one of the basic models, which was done sometime ago and does all the modeling process, posting questions on the concept thread as needed. In the end, the historian approves the model and it's ready for the skinning work.

Skinning Work Assignment: the historians define how many skins are needed for that unit, and which attachments (shields, weapons and helmets) are to be used for each faction or group of factions. Once again, the skinners are assigned to make a certain skin based in the same conditions as for the modelers. The same skinner can do all the skins for a certain unit, or several skinners divide the work among themselves.

Skinning: the skinners get the uvmaps produced for that unit and start the texturing process. They also post on the concept thread to get info from the historians. When each skinner finishes his work, he posts some pictures in the concept thread, which are evaluated by all team members, but specially from the respective Faction Coordinator, to be approved.

Integrating the unit into the build: After approval, the artists upload their .mesh and .texture files into the build (we use SVN for version control) and inform the Project Manager or the Unit Integrator. These members use an internal tool that gathers individual unit XML files (with the required model and skin info for that unit) and assembles the battle_models.modeldb file. This great tool provides a safe way to "edit" that file without introducing errors, since makes several validations when reading the individual unit XML file, and showing in the screen any errors to be corrected.

Ingame validation: in this step we validate how the unit looks ingame, and we take screenshots for all factional/cultural skins, so the historians can ask for any final adjustments.


Unit Development Coordination:
This is a series of tables with data for the assignment of historians and artists. We only show current assignments, which means that the name disappears from the list when the work is done. This way we can control who's working on what and how's the status.

UnitHistoriansModelersSkinnersUnit Name (link for concept thread)historian(s) name(s)modeler name(to be defined)
Unit Name (link for concept thread)historian(s) name(s)model doneskinner(s) name(s)

In here we have a small gift for you: the concept model for a new hellenic unit (which doesn't exist in EB1), called Euzonoi. Enjoy!

http://pix.nofrag.com/8/6/9/a8efbfbcda757c9b3ae79e4962407tt.jpg (http://pix.nofrag.com/8/6/9/a8efbfbcda757c9b3ae79e4962407.html)

http://pix.nofrag.com/2/c/0/77a95bf2c6ec0c9ae020c7b2507f7tt.jpg (http://pix.nofrag.com/2/c/0/77a95bf2c6ec0c9ae020c7b2507f7.html)

http://pix.nofrag.com/f/4/1/53ceda023a4fc8743018bd92773f0tt.jpg (http://pix.nofrag.com/f/4/1/53ceda023a4fc8743018bd92773f0.html)


And in here we offer you the vision of one of our ported (from EB1) loading screens. This one represents Makedonia. Enjoy!

http://pix.nofrag.com/0/7/6/1018e86b072317c5ebdcbc5f47c4ctt.jpg (http://pix.nofrag.com/0/7/6/1018e86b072317c5ebdcbc5f47c4c.html)


That's all for now, folks. I shall return with further news soon.

JMRC

Khazar_Dahvos
03-16-2008, 17:33
Great news on the development.

anubis88
03-16-2008, 17:46
woot woot! I've been waiting so looooong for a new stele:smash:

beatoangelico
03-16-2008, 17:52
great as usual :2thumbsup:

Bactron
03-16-2008, 18:00
Wow! I am pretty impressed those euzonoi's look great.

lobf
03-16-2008, 18:25
Awesome. Looks great, except that loading screen seems a bit 1995 to me...

Leviathan DarklyCute
03-16-2008, 18:54
Yay! Excitement!:applause: Looking awesome and I can't wait for more:jumping:

keravnos
03-16-2008, 18:55
Awesome. Looks great, except that loading screen seems a bit 1995 to me...

Your opinion is of course your own, but in my eyes at least, it sceams 272 BCE!

overweightninja
03-16-2008, 19:18
Super cool, its nice to have a preview which outlines the work being done as well as simply showing off :2thumbsup:
Cheers

Remco
03-16-2008, 19:25
Nice! Good to hear so much progress is being made.

General Appo
03-16-2008, 19:58
YEEEEEEESSSSS!!!!!! At last!!! Hooray!!! Finally!!!
Great work.

Gebeleisis
03-16-2008, 20:56
*cums*:laugh4:

Long lost Caesar
03-16-2008, 22:10
gebeleisis, you raunchy slag!
but seriously, great to see EB II coming along so awesomely, keep the stele's coming!

lobf
03-16-2008, 22:11
Your opinion is of course your own, but in my eyes at least, it sceams 272 BCE!

Heh. Good one.

It just reminds me of some kind of old windows template.

sgsandor
03-17-2008, 02:05
Awesome update thank you very much!

Mouzafphaerre
03-17-2008, 02:29
.
Thanks Dom JMRC. :bow: About time for a stele. :yes:
.

Korlon
03-17-2008, 02:36
Very nice progress, but it doesn't look like EBII will be coming out anytime soon. :(

Teleklos Archelaou
03-17-2008, 05:07
Awesome. Looks great, except that loading screen seems a bit 1995 to me...
I and the team are happy with them so if aesthetically you don't like them then here is a balloon for you to carry around instead: :balloon2: .

Ibrahim
03-17-2008, 05:47
I can't wait! can't wait (am about to explode)..I love it already...
a few questions though:

1-what are Euzonoi? are they in any sources in particular? or are they like the Pheraspides (an aspect of the hypaspists)?do tell everything..:beam:

2-where helmets really painted in hellenistic times? if so, will that feature be available? and what colors were used?:beam:

3-is there a way to make more realistic battles casualty wise (15-50% for winner is kinda too high); will you affect lethality, attack, morale, or a combo? so that casualties would be closer to reality.:beam:

looking forward to the mods release.:balloon2: :balloon2: :balloon2:

*Ibrahim explodes in excitment and joy*:clown:

chairman
03-17-2008, 06:42
Ibrahim, euzonoi are mentioned in Polybius. They are to thureophoroi what thorakitai are to thureophoroi; that is, a lighter, less armored form of skirmisher/line -of-battle infantry. The relationship is similar to that of akontistai and peltastai. So theoretically, the skirmisher line of hellenic troops would something like this (least to most armored):

Akontistai
Euzonoi
Peltastai
Thureophoroi
Thorakitai
Pheraspides
Thorakitai Agematos Basilikou


-Chairman

Ashtart
03-17-2008, 10:22
:devil: Great advances:devil:

Hooahguy
03-17-2008, 10:44
cant wait!

JMRC
03-17-2008, 12:37
I can't wait! can't wait (am about to explode)..I love it already...
a few questions though:

1-what are Euzonoi? are they in any sources in particular? or are they like the Pheraspides (an aspect of the hypaspists)?do tell everything..:beam:

2-where helmets really painted in hellenistic times? if so, will that feature be available? and what colors were used?:beam:

3-is there a way to make more realistic battles casualty wise (15-50% for winner is kinda too high); will you affect lethality, attack, morale, or a combo? so that casualties would be closer to reality.:beam:

looking forward to the mods release.:balloon2: :balloon2: :balloon2:

*Ibrahim explodes in excitment and joy*:clown:


Thank you for your enthusiasm. We are currenty working on a development FAQ, where we are going to put all the relevant questions and (the possible) answers to them. This way we can have a single frontend for fans requests and questions, instead of a chance-basis. So, stay tuned!

AlExal
03-17-2008, 15:03
Excellent news:) I really believe that this conversation will be the great one.
But what is wrong with buildings in battle map? Now there are numerous mods about classic era in development. How are they going to cope with this problem?
As far as I know developers of Basileia - TW modmanaged to change battle map buildings. How did they do it? Or it's a secret?

KhaziOfKalabara
03-17-2008, 15:07
The Euzonoi look fantastic - it'll be painful to wait to use them...

Just a thought: for M2TW, obviously each unit can have multiple body skins in it. But what are the different components that make up a full skin? Clearly the heads are separate, but are the arms, legs and torsos all one section or are they multiple sections?

pezhetairoi
03-17-2008, 15:36
The Euzonoi look nice, yeah.

I'm more concerned about the battle map buildings though.

Great to have a new stele around! It's really cool to read more impressive advances in the EB team's portfolio...

lobf
03-17-2008, 21:22
I and the team are happy with them so if aesthetically you don't like them then here is a balloon for you to carry around instead: :balloon2: .

Well thank you.


*distracted by balloon*

Copperknickers
03-17-2008, 22:41
"We will be using the Eras funcionality of M2TW:K to reflect the factional recruitment, since each faction will be able to recruit more than 100 units. So, no more need to replace the EDU file to be able to find a factional unit in the full roster, before a MP or custom battle. One of the Eras will already show all you need.
No coding for now; just listing the units and their factions."

100? 100? wu....... are u serious, that amount of units per faction? And those Euzonoi are b.e.a-utiful. Good job guys, keep it up. I really wish i could get into the hidden forums now :jawdrop:

lobf
03-17-2008, 23:33
The Euzonoi look fantastic - it'll be painful to wait to use them...

Just a thought: for M2TW, obviously each unit can have multiple body skins in it. But what are the different components that make up a full skin? Clearly the heads are separate, but are the arms, legs and torsos all one section or are they multiple sections?

I believe there's seperate torsos, arms, legs, and heads.

Ibrahim
03-18-2008, 04:19
thanks! I'll be looking orward to the FAQ.

so Euzonoi are medium skirmishers essentially? I see-nice!

*Ibrahim is picking up his own pieces*

I Am Herenow
03-18-2008, 08:21
Good stuff! :beam:

I have a few questions


JMRC, your title says "EB2 PM" - what does "PM" stand for?
What is the "Eras functionality"? I still don't quite understand.
Which factions (or which EB1 factions, at least) will use Q-Celtic? I.e. which language is it in layman's terms?Cheers!

JMRC
03-18-2008, 12:18
Good stuff! :beam:

I have a few questions


JMRC, your title says "EB2 PM" - what does "PM" stand for?
What is the "Eras functionality"? I still don't quite understand.
Which factions (or which EB1 factions, at least) will use Q-Celtic? I.e. which language is it in layman's terms?Cheers!

Hi. I'll answer the first 2 questions, but the other one will be answered in our FAQ, ok?

PM stands for Project Manager. I'm happy and proud to be contributing to the team in the organizing function.

The Eras funcionality can be used when you're preparing a custom battle and you can choose between 3 predetermined sets: Early, Later and All (I'm answering from memory, so they may be 4, though). We are going to use one of those settings to represent the factional recruitment, so the players don't need to be changing the EDU file, as happens currently in EB1.

This is necessary because a faction will be able to recruit more than 100 units, so some of them don't show up in the selection pool.

dom385
03-18-2008, 14:31
i know this has nothingto do with unit creation but will the factions in custom battles have their real unit roster becuse in eb1 everyone had exactly the samew thing in custom battle. also will the faction names stay the same because i didnt actualy know who anyonewas other than the romans.

Copperknickers
03-18-2008, 19:03
I'm not actually an EB member, but i think noone will mind if i answer those questions?

Yes, factions will have their own units due to the eras functionality (ie 'early', 'high', 'late' and 'all' settings you get before a custom battle in med 2, which was previously unavailible) as has just been said.

and no, the factions names wont be changed, as even i know that Sweboz are germanic, Casse british, Pahlava parthian, Quarthadast carthaginian, Romani roman, Makedonia macedonian, Sauromatae sarmation, etc, without so much as a PHD in Ancient roman history.

Also there is a screenshot showing the faction select, and the names haven't been changed.

Gebeleisis
03-18-2008, 20:08
hoplites!
https://img184.imageshack.us/img184/533/10cs0xm7.jpg

found this on the .net EB forum


Good Job:2thumbsup:

Ludens
03-18-2008, 20:24
i know this has nothingto do with unit creation but will the factions in custom battles have their real unit roster becuse in eb1 everyone had exactly the samew thing in custom battle.
Actually, you can get the correct units in EB1 custom battles by replacing R:TW\EB\Data\export_descr_unit.txt with the file found in the "R:TW\EB\mp custom game edu" folder. Don't forget to replace it with the back-up file (in the "R:TW\EB\sp game edu backup" folder) when you want to play a campaign game again.

Augustus Ceasar
03-22-2008, 02:34
Great work I cant wait!!!!! :slomo:

hellenes
03-22-2008, 13:24
hoplites!
https://img184.imageshack.us/img184/533/10cs0xm7.jpg

found this on the .net EB forum


Good Job:2thumbsup:

AAAAAAA....
My GOD!!! :jawdrop:
See what you did there? How the hell im gonna get all that saliva off my keyboard?

antisocialmunky
03-23-2008, 17:37
Can we have some crazy picks of EBII units fighting M2TW units? Lol.

Megalos
03-25-2008, 00:19
hoplites!


found this on the .net EB forum


Good Job:2thumbsup:


Don't know how you found that pic, but just so you all know, that isn't the real skin for the hoplites, just a mix and match from EB1...the EB2 skin, is gonna be different.

Tellos Athenaios
03-25-2008, 06:52
Quite different, it is...

hellenes
03-25-2008, 11:09
Don't know how you found that pic, but just so you all know, that isn't the real skin for the hoplites, just a mix and match from EB1...the EB2 skin, is gonna be different.

So its fake? Well the poly count is too high for it to be a EB1 port...

JMRC
03-25-2008, 13:46
So its fake? Well the poly count is too high for it to be a EB1 port...

You didn't understand. This is a work-in-progress for EB2. The model is from M2TW, but the skin is not. If you liked, I can only say that final will be even better.

I would also like to know how the pic was found... I just hope it was just... luck... (?)

ombudsman
03-25-2008, 16:31
I would also like to know how the pic was found... I just hope it was just... luck... (?)

I think it was found in the Modders' Classified Ads over at TWC.

paullus
03-28-2008, 00:13
all i can say is, we've seen some beautiful stuff the last few days...if you liked that shot, just you wait...i've had to install a sponge below my chin so i stop ruining shirts from all the drooling.

Scundoo
03-28-2008, 14:56
all i can say is, we've seen some beautiful stuff the last few days...if you liked that shot, just you wait...i've had to install a sponge below my chin so i stop ruining shirts from all the drooling.


THIS... IS... SADISM! :soapbox:

thanks for your work though:2thumbsup:

Gebeleisis
03-28-2008, 16:32
cant wait for stele 5 :D

abou
03-29-2008, 07:17
cant wait for stele 5 :D
Well, you'll have to.

General Appo
03-29-2008, 10:09
A year or two. So you´ll just have stopped drooling over the new pictures.

Mithridates VI Eupator
03-31-2008, 15:53
Sweet!

Those Euzonoi look great! Can't wait for further info...
I'll just have to continue playing EB1, I guess. I've got some nice Indo-Saka action going at the moment!
Keep up the good work!

Gebeleisis
03-31-2008, 21:02
Well, you'll have to.
you meany :no:

antisocialmunky
04-03-2008, 18:15
Just how many skins per unit component can you have?

paullus
04-04-2008, 05:44
a lot. something like 6 torsos, 6 heads/helmets, 6 legs, not sure on the weapons, but something like 8 shields. and you can do a different group for each faction.

Gebeleisis
04-04-2008, 22:26
sounds nice:beam:

antisocialmunky
04-05-2008, 04:35
Sounds epic and huge.

V.T. Marvin
04-06-2008, 10:58
Sounds like most of will have to buy a new computer... :cry:

...wait a minute! Most of will have a new computer BY THEN!!!:laugh4:

antisocialmunky
04-07-2008, 03:19
Is there anyway to disable the built in reenforcement limit? It seriously underestimates my specs.

ptr
04-07-2008, 08:13
Is there anyway to disable the built in reenforcement limit? It seriously underestimates my specs.

Yes, open up your medieval2.preference file in Sega\M2TW folder and add "unlimited_men_on_battlefield = 1" under [game]. It should look like this;

[game]
unlimited_men_on_battlefield = 1

Subedei
04-09-2008, 13:05
WOW! A spiritual supporter of ths mod!

I will be patiently waiting for this! And play EB 1.1. in the meantime...

The Braindead Colonel
04-27-2008, 18:00
What is the process of making the LODs? Does the modeler have to turn those in with the main model, or do you have a separate group of modelers doing this terribly boring but really necessary work? Some units in EB1 didn't have LODs, which is a bit of a problem for even fast computers, let alone in mp.

Foot
04-27-2008, 22:05
That is a good point, I'm not sure of the answer.

Foot

JMRC
04-27-2008, 23:24
I can help here since this is a very recent development in the team.

Given the dramatic increase in the number of polygons per model and consequent impact in the performance, in EBII we will give much attention to this issue.

The LODs are not made by the modelers, since it's a "mechanical process" (so to speak) and people with a little knowledge of 3ds max can do it. Currently, some of our modelers are fine tuning the variables: distance vs number of polygons vs visual quality, so we can have the best balance between them.

bimbaa
06-01-2008, 21:50
The only thing I read was the first post, but I felt compelled to post:

The modding you've done (and I believe are doing) for Rome is simply amazing. Europa Barbarorum is much superior to the original R:TW and it is much superior to the original M2:TW. It is the best Total War experience out there if you compare it to the vanilla games (I haven't tested that many mods on STW and MTW).

Now that you're bringing M2:TW to the ancient era, I wish you the best of luck and I honestly believe you can deliver a experience that the original M2:TW could've never produced. You people are obviously very talented and I honestly believe you can manage to finish this mod and produce AT LEAST the same quality as EB for Rome. Best of luck to you, and I hope it will be finished as fast as possible. I can't wait to play it.

Vaal
08-21-2009, 09:43
Is it just me or are the spoilered images in the first post gone?

Skullheadhq
08-21-2009, 10:41
Is it just me or are the spoilered images in the first post gone?

They're gone.

Skoran
10-15-2009, 03:24
And can nobody re-up them?

Skullheadhq
10-15-2009, 19:00
Guess not.

machinor
10-15-2009, 21:31
AAAAAARGH!! I didn't get to seem them! ~:(