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  1. #1
    Warhammer: Total War Team Member Krazysigmarite's Avatar
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    Default The mod will continue.

    Bwain, thank you for everything you've done for both the warhammer mod and the modding community. It's totally understandable that you simply don't have the time for the hobby anymore, and I wish you the best of luck with all things.

    As for the Warhammer mod, work WILL continue on it. The mod is not dead, there just may be a change in the leadership. Alletun and I will make a decision on what to do next--but keep up hope. Warhammer II: Total War will continue!

    Thanks everyone for your support thus far, and expect some fresh screenshots soon enough.

    -Krazysigmarite

  2. #2
    Member Member Taranaich's Avatar
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    Default Re: The mod will continue.

    I never doubted it: even without Bwian, the mod has some exceptional modelers in Casuir, Alletun and yourself, which are obviously important to the mod.

    Best of luck lads!

    "Know, O Prince, that between the years when the oceans drank Atlantis and the gleaming cities, and the years of the rise of the Sons of Aryas, there was an age undreamed of, when shining kingdoms lay spread across the world, like blue mantles beneath the stars...
    Is fhearr fheuchainn na bhith san duil.

  3. #3

    Default Re: The mod will continue.

    Yeah, I knew the mod would survive, a project like this won't die so easile many, many thanks to Bwian, who took this mod to point wehere it is now (and I think that was a lot of work)

    Maybe you should post the new teamroster, Krazysigmarite, to avoid confusion. Great that you and Alletun keep the mod going, kudos for both of you!
    There is no such thing as the best winnig, the one to screw up first loses.

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  4. #4
    Member Member essi2's Avatar
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    Default Re: The mod will continue.

    Good to hear that the modding will continue even though bwian has left the team
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  5. #5

    Default Re: The mod will continue.

    Good to know that you are back in business. Wish you all the best.;)

  6. #6

    Default Re: The mod will continue.

    Thank you so much for keeping this mod updated and alive!
    thought.. sad about bwian, understand him thou.

  7. #7
    Daimyo, Sultan & True Roman Member Crian's Avatar
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    Default Re: The mod will continue.

    Wow! Wait a second, that's too detailed for ingame, are you gonna use that for faction portraits for example? Or animated CGI videos?



    "Why did we attack the Iceni? Why did we destroy that cargo? I can live with being a pawn if the game makes sense!" - Wingman, Mission 3: The Romans Blunder, Freespace 2

  8. #8
    Warhammer: Total War Team Member Alletun's Avatar
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    Default Re: The mod will continue.

    Quote Originally Posted by Crian View Post
    that's too detailed for ingame
    Actually it isn't. The details lie with the normal map which the engine supports, but CA dont utilize very well. The polycount for that orc head will be only slightly higher than an average vanilla head.
    Ofcourse the lowpoly one wont look just as smooth as this one around the edges, but close.

    Quote Originally Posted by Crian View Post
    are you gonna use that for faction portraits for example?
    yes

    Quote Originally Posted by Crian View Post
    Or animated CGI videos?
    maybe ... i guess you'll just have to wait and see
    Last edited by Alletun; 08-13-2008 at 12:53.

  9. #9

    Default Re: The mod will continue.

    Gah more teases. Well with all this stuff it will truely be epic. Though we are not asking for updates every day just every couple of weeks and replies every now and again.

  10. #10

    Default Re: The mod will continue.

    Excellent!

    + Yes, as Slanted said, we want more! at least 5 pics...

    No, better that pics and quicker, tell us Alletun, what is the progress? You know, x units done, x% of the faction, campaign map...
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  11. #11

    Default Re: The mod will continue.

    Lot of Warhammer fans, here in Cracow is waiting to play this mod!
    Godspeed! =]

  12. #12
    Daimyo, Sultan & True Roman Member Crian's Avatar
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    Default Re: The mod will continue.

    Quote Originally Posted by Alletun View Post
    Actually it isn't. The details lie with the normal map which the engine supports, but CA dont utilize very well. The polycount for that orc head will be only slightly higher than an average vanilla head. Ofcourse the lowpoly one wont look just as smooth as this one around the edges, but close.
    The engine supports normal maps? Hmmm that's interesting. Have you tried it and it works??!

    Can you show us the difference in-game between a regular orc and this high-detail one? *cough* screenshot *cough*



    "Why did we attack the Iceni? Why did we destroy that cargo? I can live with being a pawn if the game makes sense!" - Wingman, Mission 3: The Romans Blunder, Freespace 2

  13. #13

    Default Re: The mod will continue.

    Quote Originally Posted by Crian View Post
    The engine supports normal maps? Hmmm that's interesting. Have you tried it and it works??!

    Can you show us the difference in-game between a regular orc and this high-detail one? *cough* screenshot *cough*
    All (a lot at least) models in the game have normal maps, even though they are often quite mediocre.
    Last edited by Zapp; 08-16-2008 at 15:54.

  14. #14
    Daimyo, Sultan & True Roman Member Crian's Avatar
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    Default Re: The mod will continue.

    Quote Originally Posted by Zapp View Post
    All (a lot at least) models in the game have normal maps, even though they are often quite mediocre.
    Really? I see, it was hard to tell, they all seemed... well, mediocre like you said. I can't wait to see what Alletun manages to accomplish with this.



    "Why did we attack the Iceni? Why did we destroy that cargo? I can live with being a pawn if the game makes sense!" - Wingman, Mission 3: The Romans Blunder, Freespace 2

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