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Messages - Ivkolya

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316
Modifications / Re: Six-horses in artillery train
« on: March 01, 2015, 05:21:23 am »
Thank you for answer.
I thought that somehow in module system I can place five more horses and give them coordinates relatively to cannon wood, but I still can't find it in module system, will try  more)

317
In Development / Re: Mod about Crimean war (1854-1855)
« on: March 01, 2015, 05:15:29 am »
Thanks!

318
In Development / Re: Mod about Crimean war (1854-1855)
« on: March 01, 2015, 05:01:02 am »
Well that's certainly progress! I like the helmet model so far, could use some defining on the badge, but definitely good.

I'm sure even the best, like Docm, would agree that no modeler/texturer should be afraid to redo certain things. Unhappy with the result? Keep working on it! Fantastic so far, keep it up, and good luck. ;)

Thanks, I'm not a bit a painter, but I learn :) I remaked badge already, but don't have screenshots, here badge is from photo of real helmet

319
In Development / Re: Mod about Crimean war (1854-1855)
« on: March 01, 2015, 04:58:35 am »
Thank you for adwises, Sir Audiate, I'll try to do my best, but I never did something like modding or texturing before, so I must learn a lot.
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Talk to the NaS guys, they may have a ship model that's appropriate for the era. Naval battles will be really cool if you can pull them off.

There will be no naval battles. Russians sinked their ships to not allow llied fleet to go into Sevastopol harbour.

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A big issue we had were the reloading animations. If you can manage to figure something out so that the Russian's old school muskets and the rest-of-the-world's new rifles don't look like they function exactly the same, you'd have a big chunk done.

I plane to make a lot of historical-correct animations, did not try yet, but I think I'll learn how to make it.

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It's going to be a lot of the shooting that balances the game, since we gave Russians pretty big melee stats but gave everyone else essentially nothing, which would force Russians to charge a lot and everyone else to run a lot, which in theory breaks up the shooting. That said, make sure Russia has one unit with some decent weaponry, just don't give them amazing stats in melee, and still nerf their shooting skills compared to those of the other factions. This way 1v1 engagements between regiments in a battle can be more balanced.

It was in real war, the russians couldn't shoot far enough so they rushed in melee charges. Vladimirskiy Infantry Regiment charged british troops at Alma several times, so they lost many people because of far british fire, but pushed british troops back all the times.
I will not give russians like +1000 to melee attack, they will be like grenadiers or guard infantry in NW. Or I will give them nothing - russians loosed all the field  battles because of old weapons, but in siege they will be behind walls of bastions, so they will be covered from enemy bullets. Anyway, we'll see it all at testing, first of all - to make all the uniforms.

And all Crimean war was about artillery, it will be important part of game. In mod L'Aigle they made bot-controlled artillery crew, but Docm30 didn't answered me about to share a part of source code about artillery crew.

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And some general advice: focus a lot on improving your modeling and texturing skills. A lot of people nowadays value the graphics side of these mods, since NW isn't necessarily the prettiest of games.
Thank you for adwise, if I'll improve my texturing skill - I'll made better textures, I wanted to make 2048x2048 textures, but my computer is too old and can not handle it.

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Factions/Units:
Thank you, I think I made already my own list of units, and some of yours are there :) Later, when I'll finish the list, I'll write al the units.

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Best of luck!
Thank you!

320
In Development / Re: Mod about Crimean war (1854-1855)
« on: March 01, 2015, 04:32:16 am »
Thanks for answer!

321
In Development / Crimean war (1854-1855) mod
« on: March 01, 2015, 03:53:11 am »


First message is already too old, and some day I'll change it properly. For now - I added all screenshots in the first message

Hi all, I'm making a mod about Crimean war.
Why this war? I think it is perfect for gameplay of most popular and my favorite modes of NW (i mean siege, battle and commander battle) - here are combined large battles in fields (like Alma or Balaclava) and siege (famous siege of Sevastopol). This war was one of the first to be documented extensively in written reports and photographs, so we have a lot of materials about this war.
I am a reenactor and took part in many reenactments about this war  in Crimea since 2005, so I have big interest in Crimean war and have some knoledge about it.

I have not decided yet, how many factions will be in mod:
Var. 1: two factions - Russian Empire and Allies (France, Britain and Turkey - so you can not play battle as example France vs. Britain, for this you have NW) with extra section for winter uniform and uniform of Alma battle (after that battle there were changes in uniform) and so we can achieve sameness in the uniform 8)
Var. 2: four factions - Russians and Allies in winter and summer uniform
Var. 3: one faction for each nation.
I prefer first variant, but we'll see.

As for the difference in weapons - I think russians will be more skillfull in melee and maybe will have more HP. Besides, in russian army also were good rifles, but not so many. Also, difference in weapons between russian troops and french troops was also not so big,  french troops also had not so many rifles as british troops had (and if british and french troops will be in same faction - it will even the odds :)).

Also I want to make some changes in artillery - es example make artillery crew with 3 bots (1 loads, 1 reloads and 1 shoots), make historical-correct artillery train with 6 horses in it and make cannons be able to move with hands on foot, but I know about module system almoust nothing, so now I don't know how to make it all  :(

Currently I have some problems with my videocard, so right now i can't work on mod, but it is perfect time to read more about Crimean war and Siege of Sevastopol. And also it is a good time to tell me suggestions and ideas for mod. Also I will apreciate any help, because there is a lot of work and one person will do it very long.

Also - maybe you know guys who worked on this mod https://www.fsegames.eu/forum/index.php?topic=3193.0 and maybe they can give me what they have already done to make the work easier? :)


Some screenshots (will post new ones on forum and add them here):

Uniforms

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Российская Империя

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Other rank's helmet, Vladimir Infantry Regiment

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Officer's helmet, Moskow Dragoon Regiment

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Infantry

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Officer of Vladimir Infantry Regiment

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Borodino Infantry Regiment

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Susdal Infantry Regiment

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Sevsk Infantry Regiment

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4th Rifle Battalion

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Plastun of Black Sea Cossacks

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30th Naval Detachment

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Cavalry

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Kiev Hussars

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Ural Cossack

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Moskow Dragoon

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Le Second Empire Français

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Shako of 7th Line Regiment

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Infantry

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2nd regiment of grenadiers of foot of the Imperial Guard
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1st regiment of voligeurs of the Imperial Guard
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1st regiment of Foreign Legion
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1er bataillon de chasseurs à pied
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1er régiment de ligne (compagnie des fusiliers)
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7e régiment de ligne (compagnie des grenadiers)
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18e régiment de ligne (compagnie des voltigeurs)
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22nd light infantry regiment
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28th line infantry regiment, company of fusiliers (wearing "crimeenne")
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35th line infantry regiment, company of voltigeurs
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42nd line infantry regiment, company of voligeurs (wearing "crimeenne")
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57th line infantry regiment, company of grenadiers (wearing "crimeenne")
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74th line infantry regiment, company of grenadiers
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Artillerie à pied
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French Chasseurs d'Afrique

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British Empire

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Infantry

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1st (Grenadier) Regiment of Foot Guards

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Coldstream Guards

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Scots Fusilier Guards

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18th (Royal Irish) Regiment of Foot

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19th (Yorkshire) Regiment of Foot ("The Green Howards")

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23rd Regiment of Foot (Royal Welch Fusiliers)

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28th (North Gloucestershire) Regiment of Foot

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33rd (The Duke of Wellington’s) Regiment of Foot

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41st (Welch) Regiment of Foot

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42nd (Royal Highland) Regiment of Foot (Black Watch)

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49th (the Princess Charlotte of Wales or the Hartfordshire) Regiment of Foot

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57th (West Middlesex) Regiment of Foot ("The Die Hards")

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68th (Durham) Regiment of Foot at Inkerman

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93rd (Sutherland Highlanders) Regiment of Foot (The Thin Red Line)

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95th (Derbyshire) Regiment of Foot

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Rifle Brigade

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Cavalry

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2nd (Royal North British) Regiment of Dragoons (The Royal Scots Grey)

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5th (Princess Charlotte of Wales's) Dragoon Guards

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6th (Inniskilling) Dragoons

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4th (Queen's Own) Light Dragoons

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11th Hussars (Prince Albert's Own)

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17th Lancers (Duke of Cambridge's Own)

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Ottoman Empire

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Cavalry

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Bashi-Bazooks

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In game:

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Buildings:
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Tower of the Winds, Sevastopol
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Tower of Malakhoff
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Modmakers team:
Ivkolya
Conway
Mechanic00


If someone wants to help (especially with scripts, we have a lot of ideas) - we'll be glad to see you in team:)

322
Modifications / Re: Six-horses in artillery train
« on: February 23, 2015, 03:36:47 pm »
Or at least anybody can tell, is it possible in game to make chariots of artillery train with more than two horses?

323
Modifications / Six-horses in artillery train
« on: February 21, 2015, 03:33:28 am »
Hi all, there is a question: I want to make artillery train with 6 horses, and I think that easiest way is to copy mesh of horse and in OpenBrf with command "roto-translate-rescale" to move copies of mesh of horse to 1,000 in X (right) and than this two meshes to 2,500 and 5,000 in Z (forward). But here comes a problem: animation of the right mesh is almoust normal (some issues with right legs), but animation of meshes I moved forward is terrible.
So here is a question: how can I move mesh in OpenBrf without deformation of animation?

And if you have any other ideas how to make artillery train with six horses - it will be great if you write it here:)

324
Modifications / Re: Have a question about Modding? Ask Here!
« on: February 16, 2015, 04:31:46 pm »
It's me again:)
Is it possible - to change structure of squad in Commander Battle mode - if I want, as  example, not 1 officer and privates, but 1 officer, 1 colourbearer, 1 sergeant and privates? Or at least make a sergeant instead of an officer?

And how can I import/export model of horse in 3Ds Max? I tried 2009 and 2010 - always error:(

And, by the way, is it possible to make artillery train with 6 horses?

325
Modifications / Re: Have a question about Modding? Ask Here!
« on: February 15, 2015, 04:38:28 pm »
Thank's a lot! :)

326
Modifications / Re: Have a question about Modding? Ask Here!
« on: February 15, 2015, 03:24:07 am »
Hi all, tell me please, how can I change splash screen image?

327
Modifications / Re: Have a question about Modding? Ask Here!
« on: December 20, 2014, 01:27:13 am »
Look at how mini-modifications replace old vanilla uniforms for new ones. Renaming the old meshes in openBRF to say _old and keeping the vanilla mesh name for the new uniforms works easily enough.

Thanks for your answer. But it's no way to make my own names for new meshes? I thought, in Blood and Iron mod were new names for all meshes.
But Ok, keeping the vanilla mesh names is good enough for me, if it's the onle way:)
Yes it's the only way UNLESS you are making a new modification not compatible with NW. B&I is a good example they made the mod from the source code and thus could rename the items in openBRF.

For mini-modifications it has more restrictions if you want to use it being compatible with NW.

Thank you very much, I finally understood:) So - if I want to make a brand new modification, I must deal with source code, if not - just retexture vanilla meshes. And can you or anybody help me to find what I must change in source code to have opportunity  to change meshes and their names? I have read a lot about source code, I already know how add animations and items, but I can not find answer to this question and it kills me:)

P.S. Compatible with NW - you mean to play on NW servers?

328
Modifications / Re: Have a question about Modding? Ask Here!
« on: December 19, 2014, 08:21:45 pm »
Look at how mini-modifications replace old vanilla uniforms for new ones. Renaming the old meshes in openBRF to say _old and keeping the vanilla mesh name for the new uniforms works easily enough.

Thanks for your answer. But it's no way to make my own names for new meshes? I thought, in Blood and Iron mod were new names for all meshes.
But Ok, keeping the vanilla mesh names is good enough for me, if it's the onle way:)

329
Modifications / Re: Have a question about Modding? Ask Here!
« on: December 19, 2014, 06:56:19 pm »
Hi all! I'm not so good in English, so I could easy miss answer to my question, so excuse me please, if I really did.

Question is: how can I make changes in uniform and weapon of player (bots are OK) for modification of Napoleonic Wars? If I just simple add new models to characters uniform, game think that it is a cheat and want to autokick me from my own server of my new module (naturally I am admin, so I stay at server, but without uniform with only hat). Can you help me? Please:)

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