Results 1 to 30 of 55

Thread: Obligatory Recruitment Thread!

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    is not a senior Member Meneldil's Avatar
    Join Date
    Aug 2004
    Location
    France
    Posts
    3,074

    Default Re : Obligatory Recruitment Thread!

    Great units Quadrille :)

  2. #2

    Default Re: Obligatory Recruitment Thread!

    Quadrille ... if you fancy making some daemonettes ...why not start there! The less human Chaos units are not at the front of my build queue right now, since I am working on the maraudefrs, warriors and knights.

    Can never have too many modellers working on a mod!
    Careless Orc Costs Lives!

  3. #3

    Default Re: Obligatory Recruitment Thread!

    Great

    Before I start though, a few questions:

    Where exactly are we on the skeleton scaling issue? I reckon a daemonette skeleton should be scaled to about 0.9 or so.. Can this be done yet?

    Also with the repositioning of joints is it possible to make the shoulders narrower and still keep the old animations? Or would a change like that require an all new set of anims?

    I haven't actually modded Medieval 2 so I'm a bit unsure on the process of getting units in game. I'd prefer to do the modeling in max, how complicated is it to get units from there into M2? I know GrumpyOldMan made some sort of conversion tool from .CAS to the milkshape model format. Are there an additional large amount of work that needs to be done in order to get them into the game?

    Would it be better to just do the models in max, export them as .3ds, then in milkshape clean them up and do the weighting?

    Polycounts: Any particular limit you want me to keep? How about, say 1700 tris give or take a hundred, for an assembled mesh? Which brings us to:

    Variations. Anything specific I need to keep in mind here? I'm still unsure as to how exactly this system works, but as I've understood it all variations are in one model file with the textures on one 1024x1024 map? How many of each part should I make?

    Thanks
    Last edited by quadrille; 05-11-2007 at 16:01.

  4. #4

    Default Re: Obligatory Recruitment Thread!

    At the moment, there are issues with the repositioning of joints. KnightErrant is working on it, but it's no sorted yet. Global scaling of the mesh/skeleton is, as far as I know, perfectly possible...but I haven't done it!

    Converting to CAS and them to MESH would not let you have any swapping of body parts.

    My personal moddelling pipeline involves building in Max, exporting to 3DS and importing to Milkshape to rig ....so I know it works!

    Models are in a single mesh with the body parts all as seperate objects if you want to swap them. Make as many parts as you like ... but don't overdo it! You are still limited in textures, and more than 3 or 4 variations is a bit excessive unless you are really going to see it. I made 6 shields for the Tomb Kings spearman because the bright blue shields are very prominent and the variations really stand out.
    Careless Orc Costs Lives!

  5. #5
    Could be your God Member Abokasee's Avatar
    Join Date
    Apr 2005
    Location
    N/A
    Posts
    1,487

    Default Re: Obligatory Recruitment Thread!

    I would like to help... how can I? I could just do models...
    Now with transparent layers!

    Lost on the Internet? Go back to start.

  6. #6

    Default Re: Obligatory Recruitment Thread!

    Hey guys, (och tjenare quadrille ;) )

    I was, as quad, one of the old RTWmod-members. I was a modeler and texturer. For a while now, I've been thinking of starting a new WHTW2 mod, but since that's already happened (ok, not really the revival of the old WHTW mod, but whatever), I'm happy ;)

    I'd be glad to help out a bit, but how's it going with a max exporter and stuff? I'm so badly updated on M2TW modding tools you see :P

    I can post some pics for you, but not now, cause of lazyness :P

  7. #7

    Default Re: Obligatory Recruitment Thread!

    Oh uhm... sorry, I almost forgot I hadn't posted any pics.. :P

    So, here's the Dark Elf Executioner for the RTW mod, and also a hospitaller knight for another project, but it was never used. They're both pretty old, and I guess I'm a bit better now.



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