Results 1 to 19 of 19

Thread: Trick: How to get different visual variation within an unit

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Senior Member Senior Member Duke John's Avatar
    Join Date
    May 2003
    Location
    Netherlands
    Posts
    2,917

    Default Trick: How to get different visual variation within an unit

    Assuming that there will be a model importer/exporter:

    Each soldier in M2:TW is build up from various parts; a head, arms, legs, torso, weapon and shield. Look for the part that has the most variations; a head might have 4 variations while the torso might only have 3. Note: it might be that only the head part has different meshes and the other parts are using a single mesh and simply use different textures. This reduces freedom somewhat but you should still be able to use the tricks below.

    The trick is then to create entire soldier meshes and save them as a head part. All the other parts are empty meshes, or if that is not possible, a single transparent triangle.

    Lets say that you want to create a Wars of the Roses unit in which Men-at-Arms intermingled with Billmen. With the above trick you could then have one man-at-arms and 3 billmen variations. The result is an unit composed of different soldiers with a 1:3 ratio.

    Another use of this trick: let's say you want to create a knight unit. Knights generally had a surcoat which displayed their coat of arms. You can get an incredible variety of CoAs by dividing the surcoat into 4 quarters, each with its own design. Now assign 1 quarter to the head, 1 to the legs, 1 to the arms and 1 to the torso part. The result could be over 100 combinations in coat of arms! You can expand this by doing the same for the shield.

    Note that soldiers within the same unit cannot have different animations so do you have to pick units in which the soldiers used the same weapon type. Although for the above example you could give the man-at-arms a pollaxe and the rest billhooks and halberds (if you do, make the weapon part invisible and add the weapon to the soldier mesh).

    This way of using the system will represent some medieval units much better as they were far from uniformly dressed or equipped. With CA's system you will still get very similar units as the different parts still need to match visually and geometrically. Of couse CA's system will work very well for units such as bowmen.

    Remember to keep thinking out of the box while modding!

    Cheers
    Duke John

  2. #2
    Member Member Herkus's Avatar
    Join Date
    Feb 2006
    Location
    Latvia, Riga
    Posts
    173

    Default Re: Trick: How to get different visual variation within an unit

    Realy helpful, thanks alot.

    I assume that this will help to make various melee weapons for knight unit, not only single generic sword for it, but different maces, falcions, axes and other sword types.

    Hmm does anyknow know if there will be ability to have three weapon system (lance for charging, sword for close combat, bow or javelin for skirmishing) for cavalry?

  3. #3
    Insanity perhaps is inevitable Member shifty157's Avatar
    Join Date
    Jan 2005
    Posts
    1,145

    Default Re: Trick: How to get different visual variation within an unit

    Its a good idea though i very much doubt that it will work.

    Firstly looking at the screenshots i very much doubt that every different unit has a different mesh. Actually i know they dont. They are simply applying different textures to the same mesh.

    Whether or not the meshes within a single soldier are divided into several files and assembled dynamically by the game engine is also very doubtful. First off that doesnt seem a very efficient way of doing things overall. More importantly that would most likely mean that (using your example of having the entire soldier within the head mesh) you would not be able to skin and animate the entire rest of the body. Even if somehow you could there would be huge limitations. All the units still have to use a single set animations for one so you couldnt have units with very different weapons together.



    In my opinion the game will reference a single unit model and then proceed to apply the different textures to the model. How exactly it will be divided up is still uncertain though i would assume that the different body regions (head, legs, arms, torso, shield, primary weapon, secondary weapon) will have to be in seperate meshes (all in the same file of course) that way the engine will no which textures to apply to which mesh (most likely on a mesh name basis like in RTW). My guess is also that each body region will now have its own seperate texture and six different textures for each. That means a grand total of 42 textures per unit though granted each will be much smaller than a normal RTW texture which included the entire unit.

  4. #4
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
    Join Date
    Feb 2004
    Location
    UK
    Posts
    5,752

    Default Re: Trick: How to get different visual variation within an unit

    They are simply applying different textures to the same mesh.
    I could swear I've seen different helmet meshes within units. Also some archers in the units have hoods and some don't no?

  5. #5
    Insanity perhaps is inevitable Member shifty157's Avatar
    Join Date
    Jan 2005
    Posts
    1,145

    Default Re: Trick: How to get different visual variation within an unit

    Quote Originally Posted by Myrddraal
    I could swear I've seen different helmet meshes within units. Also some archers in the units have hoods and some don't no?
    I attributed that to alpha channels. Itd be pretty simple to do.

    I mean you would assume that there would be alot more variation if completely different meshes were used. At least maybe different shaped shields and such but you dont see any of that. As you mentioned the only real shape variation you see is perhaps a slightly pointed helmet instead of a rounded one. Really small simple stuff basically.

    You can really do alot with creative use of alpha channels.

  6. #6
    Senior Member Senior Member Duke John's Avatar
    Join Date
    May 2003
    Location
    Netherlands
    Posts
    2,917

    Default Re: Trick: How to get different visual variation within an unit

    No, the variation is greater. As Myrddraal said, some archers wear hoods, others have helmets. In some (old) screenshots you can also see some seams, showing that head and body are seperated.

    I attributed that to alpha channels. Itd be pretty simple to do.
    I doubt it, it would unnecessarily burden the computer as it still needs to calcuate the mesh even when having a transparent texture. It is far easier to just make seperate elements and disable all but one variation.

    Whether or not the meshes within a single soldier are divided into several files and assembled dynamically by the game engine is also very doubtful.
    R:TW already dynamically switches between primary and secondary weapon. My guess is that a model has several head parts. M2:TW will then select a head part for each soldier at random. The others are not shown or removed (depends on what is best for performance).

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO