View Full Version : Whatever happened to Mr Egg?
And the ECW mod he was doing? Just wondering...
Cheers,
Lord Richmond
dr3mew3vr
09-10-2003, 16:46
I remembered Mr. Egg. What did the "ECW" mod stand for again?
Wellington
09-10-2003, 17:11
Quote[/b] (dr3mew3vr @ Sep. 10 2003,10:46)]I remembered Mr. Egg. What did the "ECW" mod stand for again?
English Civil War (1640's)
Yelping Godzilla
09-11-2003, 03:25
So much for my hopes of a Pro Wrasslin mod :[
EEUURAAH.
I'm still here but unit animation is a damb slow business http://www.totalwar.org/forum/non-cgi/emoticons/mecry.gif
Quote[/b] (MR EGG @ Sep. 12 2003,04:40)]I'm still here but unit animation is a damb slow business http://www.totalwar.org/forum/non-cgi/emoticons/mecry.gif
this is so true,
the mod i am building has required 3 bifs to be redesigned, even starting from a working set, simple redesign and reconstruction takes ages,
making brand new ones is rewarding, but time consuming,
keep at it Mr. Egg,
we eagerly await your master peice
http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
Wellington
09-12-2003, 13:29
Quote[/b] (MR EGG @ Sep. 12 2003,04:40)]I'm still here but unit animation is a damb slow business http://www.totalwar.org/forum/non-cgi/emoticons/mecry.gif
Hi Eggy,
Nice to see you are still around.
Since you started started changing existing MTW units to prepresent ECS figures a lot has happended.
The good news is that DJ (Duke John) has cracked the principles of creating 12 frame BIF's for entirely new units, and has been instrumental (no - er ... essential) in creating new units for the ME:TW mod. He's very skilled in this now and the results are mind-boggling. DJ is using a third-party software product to do this and he obviously has reached the stage whereby the principles of creating New Units for the MTW engine are now 'second nature' to him, and he's also now progressed into producing other units for different mods (Greek units for the Hellenistic/Komninos mod).
The bad news is that DJ has neither the time nor inclination to provide a basic written Guide in order to allow others to learn these skills (providing, of course, such 'others' have similar software).
Still, keep going Eggy - you'll get there eventually
Welly
Duke John
09-12-2003, 16:03
Thanks for the introcution Wellington http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif
Since there is alot interest in making new unit graphics I will soon make a detailed guide on making them using 3D Studio. If you have this program then I suggest you start following tutorials on texturing, UV-mapping and modelling.
If all goes right I will make a pack with animated bones on which you can place your models. The process will then be:
1. open base skeleton model (which will be included in the pack);
2. make the model around the skeletons;
3. texture the model;
4. render the different animations (which will be included in the pack);
5. use Wellington's Unit Maker to merge the animations into a BIF.
Sounds easy? Well it is, at least it will be if I can import the animations into 3D-studio. The good news is that you can use weapon and shield coordinates that are already being created for my models.
Wellington
09-13-2003, 22:35
Quote[/b] (Duke John @ Sep. 12 2003,10:03)]Thanks for the introcution Wellington http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif
Since there is alot interest in making new unit graphics I will soon make a detailed guide on making them using 3D Studio. If you have this program then I suggest you start following tutorials on texturing, UV-mapping and modelling.
Thanks DJ
Ok, you and I both know that I'm a pain in the 'arse at times but as your the only expert (literally) in this process I'd hate to see your expertise 'lost' - for whatever reason.
Please forgive my pushyness http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif
Welly
Duke John
09-14-2003, 12:31
I didn't get 3D studio to import my animations, so instead everybody with LightWave (7) should get learning simple moddeling and texturing skills.
Cheers, Duke John
Okay nice to hear that it's still on... it's always the unit animations that kill any mod ideas I have as I've not really that much time to devote to playing, much less modding, now. Would really like to see something from that time period and it's not even as much of a stretch as let's say... the Napoleonic wars?
Hey Duke John I got 3DS would you be able to do a tutorial and maybe a starter pack? I've been able to mod some other 3D games like Rogue Spear but I've really no idea how to do skeleton animation in 3D.
Cheers,
Lord Richmond
I've been testing out late Renaissance to the age of Louis XIV style battles and they seem to work well. What about a mod where you play different noble factions in France struggling for control of the throne (the King is the 'Papacy' player) during the Wars of Religion period up to the time of the 'regency' just pre-Louis XIV. You can support either the Catholic church and rise to Cardinalship ala Richelieu, the Protestant Huguenots and become a Protector of the new faith, or serve the Crown and advance the power of the royalty. Buildings, like in my Jacobite wars scenario become 'concepts' non-tangible things that need to be researched and put into effect like for instance you can research the different 'systems' of warfare such as the Swedish, Dutch, Spanish and English models and each will give you access to different kinds of soldiers with different fighting styles (i.e. salvo/volley fire or platoon fire w/c doesn't deliver as heavy a volley but reloads faster to simulate the firing of different 'divisions' of platoons within a regiment). You need to 'build' your reputation and while you can gather mercenaries and build up respectable forces, the more advanced options are only accessible via a Patent of Nobility. You will fight against the other playable factions (Bourbon/Navarre, Guise, Montmorency, Anjou, Rohan, Richelieu) and against non-playable (and powerful) foreign powers including Spain, Netherlands, the Palatinate and England.
Just another scenario idea, talking out loud...
Cheers,
Lord Richmond
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