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Thread: Expanded Content Mod[adds new units and graphics]

  1. #91

    Default Re: Expanded Content Mod[adds new units and graphics]

    I've sent a message for collaboration to a person you might know ;)

    So it'll probably be quiet here until i get a response. I'm working on unrelated projects too.

  2. #92
    Member Member Leith's Avatar
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    Default Re: Expanded Content Mod[adds new units and graphics]

    That's good to know, YanBG. I wish I could help but right now we only get 2 hours of electricity per day. Things are pretty bad, and I have been struggling with my own mod. Hope that "person" agrees to help.

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  3. #93

    Default Re: Expanded Content Mod[adds new units and graphics]

    Sorry to hear that Leith. Hope you are safe atleast!

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  4. #94
    Second-hand chariot salesman Senior Member macsen rufus's Avatar
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    Default Re: Expanded Content Mod[adds new units and graphics]

    Quote Originally Posted by YanBG View Post
    Both or i could copy the graphics from the vanilla ones. Also the black pixels on icons from BifReader are still an issue.
    I could give that a go if you have some idea of the type/style of shields and weapons needed, and I can easily run some through the ReadBIF coordinates system. As for black spots, I've never seen them on the actual sprites, only icons...
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  5. #95

    Default Re: Expanded Content Mod[adds new units and graphics]

    Yes i meant the unit icons(for buildings might go with purpgrab). Do you add beige background to yours?

    Your skils are probably better used for that actually.

    I'll wait a bit more for feedback until i make final renders of all units and animations.
    Attached Images Attached Images   
    Last edited by YanBG; 02-24-2019 at 16:23.

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  6. #96
    Second-hand chariot salesman Senior Member macsen rufus's Avatar
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    Default Re: Expanded Content Mod[adds new units and graphics]

    I'll give those two a try - the LBMs shouldn't be any trouble, but it will need ReadBIF for the reviewpanel icons - might require some fine surgery, but I'll see what I can do.
    ANCIENT: TW

    A mod for Medieval:TW (with VI)

    Discussion forum thread

    Ancient TW2: Eastern Empires is under development again

    Featuring: Rise of Persia, Alexander's Conquests, Wars of the Diadochi

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  7. #97

    Default Re: Expanded Content Mod[adds new units and graphics]

    They didn't look good when i last tried them with ReadBif. Someone needs to make us a new version

  8. #98
    Second-hand chariot salesman Senior Member macsen rufus's Avatar
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    Default Re: Expanded Content Mod[adds new units and graphics]

    How do these look?

    Click image for larger version. 

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    (just substituted them into my current XL campaign for a trial... )

    unit_icons.zip
    Last edited by macsen rufus; 03-01-2019 at 13:38.
    ANCIENT: TW

    A mod for Medieval:TW (with VI)

    Discussion forum thread

    Ancient TW2: Eastern Empires is under development again

    Featuring: Rise of Persia, Alexander's Conquests, Wars of the Diadochi

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  9. #99

    Default Re: Expanded Content Mod[adds new units and graphics]

    Awesome work! They seem a bit blurred, i'll reduce the anti-aliasing when rendering next.

  10. #100

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    Will you add some new units in the next update of expanded content mod? when will it come?


    I cannot find boyar foot unit...

  11. #101

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    Sorry guys, the Huszar unit is not available in campaign... i understood they are available for hungarians only in serbia? Even though i built everything in serbia all buildings available, I cannot still train them... what are their requiriments in campaign? Are they only mercenaries? Where and how to get them?

    Second thing is that hussars are missing unit icons... how to fix it?

  12. #102

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    I have same problems with Lamtuna... how to fix it?

  13. #103

    Default Re: Expanded Content Mod[adds new units and graphics]

    Will you add some new units in the next update of expanded content mod? when will it come?
    I did have plans for a lot of units(moslty MTW2 designs) but i haven't worked on the mod since february last year. It would have been ideal to have someone helping with the technical work like figuring the coordinates(i didn't ask because the graphics weren't final) but now i can upload my bifplates, for others to use.

    I cannot find boyar foot unit...
    Do you mean DruzhinaFoot? Or the russian archer type(would be Dvor Infantry)? I haven't released this one yet.

    Sorry guys, the Huszar unit is not available in campaign... i understood they are available for hungarians only in serbia? Even though i built everything in serbia all buildings available, I cannot still train them... what are their requiriments in campaign? Are they only mercenaries? Where and how to get them?
    My bad, it seems i forgot to edit the region specific field(51 in GnomeEditor). You can either change it to ID_SERBIA(and some others) or leave it empty to be trained everywhere:


    Second thing is that hussars are missing unit icons... how to fix it?
    I have them in png, they are not converted to lbm


    -------------------------------------------------------

    Btw in august i was making a prototype for a turn-based battle system and the unit designs from this mod came into use:
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    Last edited by YanBG; 01-14-2020 at 09:39.

  14. #104

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    Quote Originally Posted by YanBG View Post
    I did have plans for a lot of units(moslty MTW2 designs) but i haven't worked on the mod since february last year. It would have been ideal to have someone helping with the technical work like figuring the coordinates(i didn't ask because the graphics weren't final) but now i can upload my bifplates, for others to use.


    Do you mean DruzhinaFoot? Or the russian archer type(would be Dvor Infantry)? I haven't released this one yet.



    My bad, it seems i forgot to edit the region specific field(51 in GnomeEditor). You can either change it to ID_SERBIA(and some others) or leave it empty to be trained everywhere:



    I have them in png, they are not converted to lbm





    -------------------------------------------------------

    Btw in august i was making a prototype for a turn-based battle system and the unit designs from this mod came into use:


    Ok, when you will release an update fixing the huszars and lamtuna problem? and adding some new units?

  15. #105

    Default Re: Expanded Content Mod[adds new units and graphics]

    Ok, when you will release an update fixing the huszars and lamtuna problem? and adding some new units?
    I don't have time to work on it

    @Leith with 10 months delay, here are the spritesheets, sorry about that! Not all animations are done but you can see that i was adding light(slinger), heavy infantry and handgun/crossbow. I have some of them in bifplates too, also the renders in separate images for each frame but it would have been 25mb more to download: http://www.mediafire.com/file/wwk5wk...1/MTW.rar/file

    Actually you'll need the actionpages too, the way all sprites have the same arrangement means you can reuse the coordinates atleast. I just figured today that if dying is last(to the right) can occupy more pixels and have taller rectangle. So let me know if you have ideas to improve or find out something!

    For the RusArcher:
    walk
    13 45 30 165 56 220
    13 45 30 110 56 165
    13 45 30 55 56 110
    13 45 30 0 56 55
    run
    18 45 104 165 139 220
    18 45 104 110 139 165
    18 45 104 55 139 110
    18 45 104 0 139 55
    idle
    7 45 0 165 30 220
    7 45 0 110 30 165
    7 45 0 55 30 110
    7 45 0 0 30 55
    die
    26 45 56 165 104 220
    26 45 56 110 104 165
    26 45 56 55 104 110
    26 45 56 0 104 55
    fight
    20 45 171 165 212 220
    20 45 171 110 212 165
    20 45 171 55 212 110
    20 45 171 0 212 55
    standing_shoot
    20 45 212 165 242 220
    20 45 212 110 242 165
    20 45 212 55 242 110
    20 45 212 0 242 55
    charge
    16 45 139 165 171 220
    16 45 139 110 171 165
    16 45 139 55 171 110
    16 45 139 0 171 55
    Attached Files Attached Files
    Last edited by YanBG; 01-14-2020 at 17:10.

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  16. #106
    Member Member Leith's Avatar
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    Default Re: Expanded Content Mod[adds new units and graphics]

    Cheers, YanBG! These bifs look awesome! I have downloaded both files. I am afraid I'm not that good when it comes to figuring out the weapon and shield co-ordinates. Mascen Rufus or Axalon can figure this out easily however. Meanwhile I will give this my best shot, though I'm not that optimistic. Your art style is quite special if I may add, YanBG.

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  17. #107

    Default Re: Expanded Content Mod[adds new units and graphics]

    Welp Tyberius didn't reply to me, so there won't be nice weapons for these units.

    Meanwhile I will give this my best shot, though I'm not that optimistic.
    That's ok @Leith don't worry! You guys are keeping my interest to modding
    Your art style is quite special if I may add
    I wanted to fit in with the original, just fill the CUSTOM spots, that way i won't have to make 40+ bifplates. And also maybe get included into other mods..Redux

    Ok so if we have ~50 bifplates that means 250/50=5, each bifplate need to be used by 5 units. Not a small amount(some 6, others 3-4), so we have to keep the weapons&shields separated.
    Last edited by YanBG; Today at 05:39.

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