Flying Squirrel Entertainment

Developer's Corner => News & Announcements => Topic started by: Olafson on April 17, 2013, 10:32:19 pm

Title: Developer Blog 15 - Billy Yank
Post by: Olafson on April 17, 2013, 10:32:19 pm
Developer Blog 15 - Billy Yank

Hello there and welcome back to our 15th Developer Blog. Today we have something special for you.

(https://www.fsegames.eu/images/deblog15.jpg)

 

 
The animation above displays a typically dressed and equipped Union infantry ranker. He is wearing a sack coat (a clothing item that was most widely used by the Union soldiers throughout the war) together with regulation trousers, an 1858 Pattern Forage Cap and the so-called ‘Jefferson boots’, also known as ‘Brogans’, which were very typical footwear for soldiers on both sides of the conflict.

Further the soldier is equipped with a U.S. M1855 cartridge box, worn from a shoulder cartridge belt with the round decorative plate affixed. The soldier’s waist belt is decorated with an oval belt buckle made of brass and has a M1855 cap pouch and a Springfield bayonet scabbard attached to it, among other things.

On his back the soldier is wearing a 1853 Double bag knapsack used to carry personal belongings, spare clothing and any other items the soldier might need. A greatcoat or a blanket roll was commonly attached to it; this particular soldier has his greatcoat rolled up and strapped to the top of the knapsack. Rations and other food were generally carried in the U.S. regulation haversack, which the soldier wears on his side. It was common to attach mugs to the haversack, though our particular soldier has decided to attach it to his knapsack instead. Finally the soldier is wearing a M1862 canteen, commonly known as a ‘Bullseye canteen’. The canteens were sometimes covered with cloth in various colors and patterns or simply worn as they were, like on our soldier. Canteens were crucially important for any soldier both during the long exhausting marches and in combat.

Thanks for reading.
Flying Squirrel Entertainment
Title: Re: Developer Blog 15 - Billy Yank
Post by: Dealen on April 17, 2013, 10:38:55 pm

Good work!
Title: Re: Developer Blog 15 - Billy Yank
Post by: TORN on April 17, 2013, 10:39:02 pm
omg


DEALEN! damn you!  :(
Title: Re: Developer Blog 15 - Billy Yank
Post by: The Nutty Pig on April 17, 2013, 10:39:06 pm
Reserved for when I come up with something clever and witty
Title: Re: Developer Blog 15 - Billy Yank
Post by: Jacob on April 17, 2013, 10:39:18 pm
Fucking awesomeeeeeeee


Suggestion: Next time maybe host te animation via youtube or something? QuickTime is a bitch for me to get working
Title: Re: Developer Blog 15 - Billy Yank
Post by: TheZach_Attack on April 17, 2013, 10:39:51 pm
dagum sun
Title: Re: Developer Blog 15 - Billy Yank
Post by: zac on April 17, 2013, 10:41:57 pm
:)
Title: Re: Developer Blog 15 - Billy Yank
Post by: Diplex on April 17, 2013, 10:42:42 pm
Siiiick!
Title: Re: Developer Blog 15 - Billy Yank
Post by: Dealen on April 17, 2013, 10:45:03 pm
omg


DEALEN! damn you!  :(
Hehehe, Next time :)

By the way are all the uppdates releasing on wednesdays?
Title: Re: Developer Blog 15 - Billy Yank
Post by: Moogs on April 17, 2013, 10:45:56 pm
Couldn't help but notice as the model span around to show the behind that those trousers are awfully tight.

Impressive none the less!
Title: Re: Developer Blog 15 - Billy Yank
Post by: Suede on April 17, 2013, 10:46:20 pm
now it works ;D
nice ::)
Title: Re: Developer Blog 15 - Billy Yank
Post by: Diplex on April 17, 2013, 10:47:50 pm
Couldn't help but notice as the model span around to show the behind that those trousers are awfully tight.

Precisely my thought.

I might as well add that the trousers look a tad wrinkled for being made out of cotton/wool/linnen.

Still, amazing quality on pretty much everything.
Title: Re: Developer Blog 15 - Billy Yank
Post by: Orcaryo on April 17, 2013, 10:57:27 pm
Looks amazing, keep it up!!
Title: Re: Developer Blog 15 - Billy Yank
Post by: Olafson on April 17, 2013, 10:57:48 pm
Updated the video as .mp4
Title: Re: Developer Blog 15 - Billy Yank
Post by: Millander on April 17, 2013, 11:02:29 pm
on a school computer right now so I cant see it D:
Thats awasome!
 CSA Uniforms next week plzzz! :D
Title: Re: Developer Blog 15 - Billy Yank
Post by: zac on April 17, 2013, 11:10:45 pm
ahh, works better now :)
Title: Re: Developer Blog 15 - Billy Yank
Post by: Hinkel on April 17, 2013, 11:16:26 pm
Splendid, just splendid!  :o :-*
Title: Re: Developer Blog 15 - Billy Yank
Post by: Olafson on April 17, 2013, 11:20:03 pm
Ok, updated again, should work with most browsers now.
Title: Re: Developer Blog 15 - Billy Yank
Post by: Millander on April 17, 2013, 11:41:42 pm
so much swag
Title: Re: Developer Blog 15 - Billy Yank
Post by: Duuring on April 18, 2013, 12:08:18 am
I'm on my phone...Damn!!!!
Title: Re: Developer Blog 15 - Billy Yank
Post by: Hugh MacKay on April 18, 2013, 12:08:52 am
Niiiiice!
Title: Re: Developer Blog 15 - Billy Yank
Post by: Hadhod on April 18, 2013, 12:12:48 am
Looks sweet :D
Title: Re: Developer Blog 15 - Billy Yank
Post by: Gurkha on April 18, 2013, 12:12:56 am
Slender men union soldiers xD
Title: Re: Developer Blog 15 - Billy Yank
Post by: James Clark on April 18, 2013, 12:13:28 am
It looks really great! :D
Title: Re: Developer Blog 15 - Billy Yank
Post by: The Norseman on April 18, 2013, 12:13:52 am
Impressive
Title: Re: Developer Blog 15 - Billy Yank
Post by: Charles William on April 18, 2013, 12:27:05 am
OH..................MY.................GOD!!!!!! that is so sick wow just wow great work  8) :D
Title: Re: Developer Blog 15 - Billy Yank
Post by: kpetschulat on April 18, 2013, 12:28:23 am
Excellent work, Olafson! That's amazing. I hope the next update will be a Rebel uniform. I'd love to see if you can attack the irregular look of the south.

Also, how seeing an animation with this solder holding a gun or something? Aiming it perhaps? So we can get a look at the animation.
Title: Re: Developer Blog 15 - Billy Yank
Post by: Refleax on April 18, 2013, 12:32:20 am
Excellent work, Olafson! That's amazing. I hope the next update will be a Rebel uniform. I'd love to see if you can attack the irregular look of the south.

Also, how seeing an animation with this solder holding a gun or something? Aiming it perhaps? So we can get a look at the animation.

Olafson can get you up to speed with his work on animations however the uniform is done by Admiral.

Let's give the chap a round of applause!
Title: Re: Developer Blog 15 - Billy Yank
Post by: Wismar on April 18, 2013, 12:36:21 am
Really nice but I can't watch it with an Ios device.
Title: Re: Developer Blog 15 - Billy Yank
Post by: munky-wunky on April 18, 2013, 12:44:40 am
as a civil war reenactor im am very impressed by your work. 
Title: Re: Developer Blog 15 - Billy Yank
Post by: Olafson on April 18, 2013, 12:44:59 am
Well, for animations we still need to do some stuff. I was actually thinking of recording the animations again, with my new equipment. I already did some succesfull tries with the new equipment, works pretty well. Besides that, I was even thinking of recording them in a professional MoCap Studio... (That is pretty expensive though...)
We will see.

Spoiler
(https://www.abload.de/img/img_5413o1uu1.jpg)(https://www.abload.de/img/img_5410yru3s.jpg)
[close]

Hand position will look better in the final step, this is just for testing :P

Spoiler
(https://www.abload.de/img/animlmuvq.jpg)
[close]
Title: Re: Developer Blog 15 - Billy Yank
Post by: Tavington on April 18, 2013, 12:57:37 am
Well, for animations we still need to do some stuff. I was actually thinking of recording the animations again, with my new equipment. I already did some succesfull tries with the new equipment, works pretty well. Besides that, I was even thinking of recording them in a professional MoCap Studio... (That is pretty expensive though...)
We will see.

Spoiler
(https://www.abload.de/img/img_5413o1uu1.jpg)(https://www.abload.de/img/img_5410yru3s.jpg)
[close]

Hand position will look better in the final step, this is just for testing :P

Spoiler
(https://www.abload.de/img/animlmuvq.jpg)
[close]

Lovely bookshelf ;)

In all seriousness this update has been rather splendid if i say so myself.
Title: Re: Developer Blog 15 - Billy Yank
Post by: Betaknight on April 18, 2013, 01:04:03 am
Im coming closer to donating. :D
I just need them to have animations. And I will hit that donation button.
Dayum, but the color looks a bit too bright? Just a little lower on the high tone blue
Title: Re: Developer Blog 15 - Billy Yank
Post by: Jorvasker on April 18, 2013, 01:25:34 am
Looks great!
Title: Re: Developer Blog 15 - Billy Yank
Post by: Treble on April 18, 2013, 01:40:51 am
What would be cool if it was raining on one map, they would have the coat over the top and if its nice then maybe just what you have shown above!.

Looking good though
Title: Re: Developer Blog 15 - Billy Yank
Post by: Indy on April 18, 2013, 01:44:11 am
Nice Work...but when do we get to use a Glatling gun?

Title: Re: Developer Blog 15 - Billy Yank
Post by: Betaknight on April 18, 2013, 02:20:21 am
Now that we are talking about uniforms... Will the game be skin modding friendly? As in: can we customize skins easily without having to mess up other units? Or like a skin installer for when someone customizes the uniforms?
Title: Re: Developer Blog 15 - Billy Yank
Post by: Mr. Kochi on April 18, 2013, 02:40:25 am
Now that we are talking about uniforms... Will the game be skin modding friendly? As in: can we customize skins easily without having to mess up other units? Or like a skin installer for when someone customizes the uniforms?

I was wondering the same thing, actually. Given that NW was so limited when it came to model replacement (By that I mean pants and hats), I believe this time around FSE should try to figure a way around that.

Although... I don't want that at the expense of huge file sizes...
Title: Re: Developer Blog 15 - Billy Yank
Post by: fireboy on April 18, 2013, 03:41:51 am
Nice :D
Title: Re: Developer Blog 15 - Billy Yank
Post by: kpetschulat on April 18, 2013, 03:43:27 am
Really nice but I can't watch it with an Ios device.

Lol, yes you can. I see it on my iPad.
Title: Re: Developer Blog 15 - Billy Yank
Post by: Savolainen5 on April 18, 2013, 04:52:20 am
It's beautiful, awesome work!
Title: Re: Developer Blog 15 - Billy Yank
Post by: Landrik on April 18, 2013, 04:59:14 am
Looks more like jean material than wool, but still, I love the detail. ;)

Johnny Reb should definitely have a roller belt buckle and civilian trousers. :D
Title: Re: Developer Blog 15 - Billy Yank
Post by: #LionCarry on April 18, 2013, 07:28:16 am
NICE !
Title: Re: Developer Blog 15 - Billy Yank
Post by: Mack on April 18, 2013, 07:30:41 am
That uniform, looks really good.
Title: Re: Developer Blog 15 - Billy Yank
Post by: Onii on April 18, 2013, 08:25:27 am
It's wonderful guys, keep up the good work.

*Goes to the Donation page once again*
Title: Re: Developer Blog 15 - Billy Yank
Post by: Blue2volf on April 18, 2013, 08:58:36 am
Marvelous work beaches :3
Title: Re: Developer Blog 15 - Billy Yank
Post by: Gokiller on April 18, 2013, 08:59:14 am
Lovely,

Also Olafson.... Don't send me two newsletters for the same blog! I nearly had my hopes up that there we're actually two blogs.  :'(
Title: Re: Developer Blog 15 - Billy Yank
Post by: BSM 'Shut up' Williams on April 18, 2013, 09:21:54 am
Spoiler
Developer Blog 15 - Billy Yank

Hello there and welcome back to our 15th Developer Blog. Today we have something special for you.

(https://www.fsegames.eu/images/deblog15.jpg)

<video width=\"1050\" height=\"1080\" controls autoplay loop>
  <source src=\"https://www.fsegames.eu/Union_Soldier.mp4\" type=\"video/mp4\">
<source src=\"https://www.fsegames.eu/Union_Soldier.flv\" type=\"video/flv\">
<source src=\"https://www.fsegames.eu/Union_Soldier.swf\" type=\"video/swf\">
    <source src=\"https://www.fsegames.eu/Union_Soldier.ogv\" type=\"video/ogg\">
       <source src=:\"https://www.fsegames.eu/Union_Soldier.webm\" type=\"video/webm\">
 <source src=\"https://www.fsegames.eu/Union_Soldier.mov\" type=\"video/mov\">
  <object data=\"https://www.fsegames.eu/Union_Soldier.mp4\" width=\"1050\" height=\"1080\">
    <embed width=\"1050\" height=\"1080\" src=\"https://www.fsegames.eu/Union_Soldier.flv\">
  </object>
</video> 

 
The animation above displays a typically dressed and equipped Union infantry ranker. He is wearing a sack coat (a clothing item that was most widely used by the Union soldiers throughout the war) together with regulation trousers, an 1858 Pattern Forage Cap and the so-called ‘Jefferson boots’, also known as ‘Brogans’, which were very typical footwear for soldiers on both sides of the conflict.

Further the soldier is equipped with a U.S. M1855 cartridge box, worn from a shoulder cartridge belt with the round decorative plate affixed. The soldier’s waist belt is decorated with an oval belt buckle made of brass and has a M1855 cap pouch and a Springfield bayonet scabbard attached to it, among other things.

On his back the soldier is wearing a 1853 Double bag knapsack used to carry personal belongings, spare clothing and any other items the soldier might need. A greatcoat or a blanket roll was commonly attached to it; this particular soldier has his greatcoat rolled up and strapped to the top of the knapsack. Rations and other food were generally carried in the U.S. regulation haversack, which the soldier wears on his side. It was common to attach mugs to the haversack, though our particular soldier has decided to attach it to his knapsack instead. Finally the soldier is wearing a M1862 canteen, commonly known as a ‘Bullseye canteen’. The canteens were sometimes covered with cloth in various colors and patterns or simply worn as they were, like on our soldier. Canteens were crucially important for any soldier both during the long exhausting marches and in combat.

Thanks for reading.
Flying Squirrel Entertainment
[close]

Nice Work.
Title: Re: Developer Blog 15 - Billy Yank
Post by: Onii on April 18, 2013, 09:24:42 am
Don't need to quote the entire Blog :p
Title: Re: Developer Blog 15 - Billy Yank
Post by: Docm30 on April 18, 2013, 09:27:18 am
Hey, don't tell stupid people to stop doing stupid things. How else am I supposed to tell if they're stupid?
Title: Re: Developer Blog 15 - Billy Yank
Post by: Onii on April 18, 2013, 09:28:20 am
So smart :O
Title: Re: Developer Blog 15 - Billy Yank
Post by: Gokiller on April 18, 2013, 09:33:23 am
Hey, don't tell stupid people to stop doing stupid things. How else am I supposed to tell if they're stupid?

So mean. Seems every good modder has an evil side.  :-[
Title: Re: Developer Blog 15 - Billy Yank
Post by: Olafson on April 18, 2013, 09:34:10 am
Hey, don't tell stupid people to stop doing stupid things. How else am I supposed to tell if they're stupid?

Waaat?

Lovely,

Also Olafson.... Don't send me two newsletters for the same blog! I nearly had my hopes up that there we're actually two blogs.  :'(

Sorry, I did not want to.

Looks more like jean material than wool, but still, I love the detail. ;)

Johnny Reb should definitely have a roller belt buckle and civilian trousers. :D

Yeah, the trousers still need some work. The reflections are to bright, + some of the folds are way to small. That makes it look a bit like jeans cloth, even though it is not supposed to be. We will work on it. Obviously, everything is work in progress. But overall, it fits it very well. You also have to consider, that most of the time the unit is actually in movement, instead of standing still. The trousers were made to fit the unit best while in movement, since standing still maybe takes 10% of the game time. (if even...)

Now that we are talking about uniforms... Will the game be skin modding friendly? As in: can we customize skins easily without having to mess up other units? Or like a skin installer for when someone customizes the uniforms?

I was wondering the same thing, actually. Given that NW was so limited when it came to model replacement (By that I mean pants and hats), I believe this time around FSE should try to figure a way around that.

Although... I don't want that at the expense of huge file sizes...

What do you mean? You can customize everything in NW... You could even make an alien. Anyway, atm our model consists of several sub models, the pants, the arms, the body, the roll, the knapsack, the mug, the canteen, the belts, the scabbard, the cartridge box (with several opened cartridge box models, for animations(if we can get it to work)), the shoes, the hat. I hope I did not forget anything...

The idea behind this was, to make a general Uniform set that we then can apply to almost any troop. Just a few customization here and there, and it could already be a completely different troop.
Title: Re: Developer Blog 15 - Billy Yank
Post by: Docm30 on April 18, 2013, 09:39:53 am
Regarding the model, the main thing that jumps out at me is the small, sharp creases on the trousers which make it look like they soaking wet. I'd say the folds and creases ought to be softened up quite a bit.

Looks good, though.
Title: Re: Developer Blog 15 - Billy Yank
Post by: Olafson on April 18, 2013, 10:21:02 am
Yeh. I already experimented abit. Disabling 2 layers in the texture has some effect. The fold do not stick out that much anymore, the reflections are not as bright and everything looks much better. Still needs some proper rework, but that looks good already. Should have done that before uploading it to the blog... :P
Title: Re: Developer Blog 15 - Billy Yank
Post by: Siberian Cossack on April 18, 2013, 10:34:01 am
F*CK! F*CK! F*CK! F*CKING AWESOME!!!!!!!!!! ;D ;D ;D
Title: Re: Developer Blog 15 - Billy Yank
Post by: Iron William on April 18, 2013, 11:31:34 am
really awsome
Title: Re: Developer Blog 15 - Billy Yank
Post by: Cara on April 18, 2013, 02:34:21 pm
Awesome, keep it up !  ;D
Title: Re: Developer Blog 15 - Billy Yank
Post by: Betaknight on April 18, 2013, 02:39:31 pm
Basically Olafson, I meant that in NW we can customize but players don't know how to install, or its a shame that the player that downloaded the custom skin cant show off... Since it diesnt show up for others. So a like tean fortress 2 ish style where you can like add your own uniform to like example steam workshop and if you download something from there it will show up in the game for the player and for the others that didnt download the "item"
Title: Re: Developer Blog 15 - Billy Yank
Post by: Onii on April 18, 2013, 02:44:01 pm
I think something like that is possible but it would have to be implemented into the server first.
Title: Re: Developer Blog 15 - Billy Yank
Post by: Danik on April 18, 2013, 02:45:17 pm
The folds are so strong that it reminds me of Hulk with his giant neves!
Title: Re: Developer Blog 15 - Billy Yank
Post by: Skott on April 18, 2013, 03:06:21 pm
Really well done and detailed uniform! Looks amazing! Keep the good work up!
Title: Re: Developer Blog 15 - Billy Yank
Post by: Dekkers on April 18, 2013, 03:29:40 pm
Amazing! :D
Title: Re: Developer Blog 15 - Billy Yank
Post by: VonTawast on April 18, 2013, 03:37:10 pm
That is indeed fabulous, I'm getting more and more excited for this game.


Spoiler
Yeah, those trousers are sitting surprisingly tightly on his ass, aren't they?
[close]
Title: Re: Developer Blog 15 - Billy Yank
Post by: Van_Hulstein on April 18, 2013, 03:48:02 pm
Nice maded it looks great the detail  :)
Title: Re: Developer Blog 15 - Billy Yank
Post by: The Norseman on April 18, 2013, 04:56:21 pm
Are you guys using Mesh2Mesh and Milkshape3D programs, or are you using more sofisticated programs to create these units?
Title: Re: Developer Blog 15 - Billy Yank
Post by: Olafson on April 18, 2013, 05:17:19 pm
Basically Olafson, I meant that in NW we can customize but players don't know how to install, or its a shame that the player that downloaded the custom skin cant show off... Since it diesnt show up for others. So a like tean fortress 2 ish style where you can like add your own uniform to like example steam workshop and if you download something from there it will show up in the game for the player and for the others that didnt download the "item"

Ah, that. Well, while it would be possible in theory, I do not think that we will have something like that. First of all, people would make lots of "troll" uniforms and second of all, its really costly on performance.

Are you guys using Mesh2Mesh and Milkshape3D programs, or are you using more sofisticated programs to create these units?

3ds Max and Mudbox + Photoshop.
Title: Re: Developer Blog 15 - Billy Yank
Post by: DeoVindice61 on April 18, 2013, 05:54:38 pm
 :'(  its....soo...beautiful....so beautiful...
Title: Re: Developer Blog 15 - Billy Yank
Post by: Rejenorst on April 18, 2013, 05:55:45 pm
Those textures along with the effects look fantastic. Great work Admiral.
Title: Re: Developer Blog 15 - Billy Yank
Post by: Roald Hoffmann on April 18, 2013, 06:03:30 pm
NICE :O
Title: Re: Developer Blog 15 - Billy Yank
Post by: Betaknight on April 18, 2013, 06:24:26 pm
Basically Olafson, I meant that in NW we can customize but players don't know how to install, or its a shame that the player that downloaded the custom skin cant show off... Since it diesnt show up for others. So a like tean fortress 2 ish style where you can like add your own uniform to like example steam workshop and if you download something from there it will show up in the game for the player and for the others that didnt download the "item"

Ah, that. Well, while it would be possible in theory, I do not think that we will have something like that. First of all, people would make lots of "troll" uniforms and second of all, its really costly on performance.

Are you guys using Mesh2Mesh and Milkshape3D programs, or are you using more sofisticated programs to create these units?

3ds Max and Mudbox + Photoshop.
Can there atleast be a personal skin installer? So dith the tf2 thing and just a personal skin installer?
Title: Re: Developer Blog 15 - Billy Yank
Post by: Olafson on April 18, 2013, 07:06:57 pm
I will look into it.
Title: Re: Developer Blog 15 - Billy Yank
Post by: Cruor_Volt on April 18, 2013, 08:22:59 pm
I would advise you to read Burne Hogarth's "Dynamic Wrinkles And Drapery", because jeans dont look as good as the rest of the model.
And everything above the waist looks really nice.

And a question, will you make different models for female characters (that arse is too... manly)? Will it be even possible to have one, because I couldn't find out anything about it?
Title: Re: Developer Blog 15 - Billy Yank
Post by: Onii on April 18, 2013, 09:14:18 pm
Not sure, but think they won't be making females in the game. (Not entirely sure)
Title: Re: Developer Blog 15 - Billy Yank
Post by: Rowaan on April 18, 2013, 09:33:48 pm
Nice work!
Title: Re: Developer Blog 15 - Billy Yank
Post by: MrTiki on April 18, 2013, 10:01:46 pm
Couldn't help but notice as the model span around to show the behind that those trousers are awfully tight.

Precisely my thought.

I might as well add that the trousers look a tad wrinkled for being made out of cotton/wool/linnen.

Still, amazing quality on pretty much everything.

Agreed with both. Dem buttcheeks...
Title: Re: Developer Blog 15 - Billy Yank
Post by: Bedrockdude10 on April 18, 2013, 10:10:01 pm
This is so good it feels like it should be a movie, not a video game!

[attachment deleted by admin]
Title: Re: Developer Blog 15 - Billy Yank
Post by: Ledger on April 18, 2013, 11:47:31 pm
It looks so sexy and beautiful <3!
Title: Re: Developer Blog 15 - Billy Yank
Post by: Mr. Kochi on April 19, 2013, 08:51:37 am
What do you mean? You can customize everything in NW... You could even make an alien. Anyway, atm our model consists of several sub models, the pants, the arms, the body, the roll, the knapsack, the mug, the canteen, the belts, the scabbard, the cartridge box (with several opened cartridge box models, for animations(if we can get it to work)), the shoes, the hat. I hope I did not forget anything...

The idea behind this was, to make a general Uniform set that we then can apply to almost any troop. Just a few customization here and there, and it could already be a completely different troop.

By that I meant that, if you have a look at the .brf files, you'll notice that the Voltigeur Officer pants model is used by lots of units in the game, and by editing that model, you end up having all those classes sport that edit, instead of only the desired class. In the case of the officers, I put together these fancy boots (https://dl.dropboxusercontent.com/u/19421115/Warband%20Textures/28th/Previews/Officer.png) for them, but given that the file is shared not only with all British Infantry Officers, but also Prussians, I had to spend countless hours manually copying and pasting these new boots as part of the British coat models, while doing the same thing with the vainilla pants for Prussians.

What I proposed there was a model system that made every troop NOT share the same pants model, but each troop have it's own of some sort. That way, when I want to edit, say, the 69th NYVs pants texture, those belonging to the 54th Massachusetts are left untouched.

This is all for easy modding purposes, keeping BCoF AS BCoF, not a separate mod. I want to be able to skin the crap out of that game on day 1, and have at least 5 new regiments done within 2 months after release. I, and I am sure most texture artists and modellers here will agree, do not want to fiddle around with the code, creating new models and scripting them into the troop's uniforms.
Title: Re: Developer Blog 15 - Billy Yank
Post by: Onii on April 19, 2013, 09:01:55 am
Problem with that though is a lot of extra space will be used for models that're the same. Instead a system where you can say that unit should use a different model instead of that one would be easier and save space. Example: 1st Foot use Pants A, so does the 15th Foot and the 23rd Foot. Now we go into the model editor and says that 1st Foot shall use these custom pants called Pants Z while leaving 15th and 23rd alone.
Title: Re: Developer Blog 15 - Billy Yank
Post by: Olafson on April 19, 2013, 02:54:24 pm
Exactly. Reuse as much as possible. Every new objects steals both disk and memory space, and we need that space.
Title: Re: Developer Blog 15 - Billy Yank
Post by: munky-wunky on April 19, 2013, 03:13:08 pm
so heres my long  :D 

Olafso im impressed just impresed. long story short im a civil war reenactor and i know the union uniform well , and see how much work you have put into the model. Also im so happy that you used a forge cap and not those silly Kepi hats. Also the tin cup on knapsack was a great athentic touch but i would sugestet that you put the tin cup on the haversack. (thats were i put mine on  :D). But im impressed you did a great job.
Title: Re: Developer Blog 15 - Billy Yank
Post by: Onii on April 19, 2013, 03:34:02 pm
Just a heads up, its Admiral who did the model ;)
Title: Re: Developer Blog 15 - Billy Yank
Post by: munky-wunky on April 19, 2013, 04:10:35 pm
Just a heads up, its Admiral who did the model ;)

ah i was wondering who did it, thanks
Title: Re: Developer Blog 15 - Billy Yank
Post by: Blankman on April 19, 2013, 04:39:13 pm
looks really detailed
Title: Re: Developer Blog 15 - Billy Yank
Post by: DaveTheBrave on April 19, 2013, 06:26:06 pm
Very nice job!
Title: Re: Developer Blog 15 - Billy Yank
Post by: Olafson on April 19, 2013, 06:50:17 pm
so heres my long  :D 

Olafso im impressed just impresed. long story short im a civil war reenactor and i know the union uniform well , and see how much work you have put into the model. Also im so happy that you used a forge cap and not those silly Kepi hats. Also the tin cup on knapsack was a great athentic touch but i would sugestet that you put the tin cup on the haversack. (thats were i put mine on  :D). But im impressed you did a great job.

We will have different positions for the cup. :)
Title: Re: Developer Blog 15 - Billy Yank
Post by: caldric on April 19, 2013, 07:33:18 pm
Wow very nice.
Title: Re: Developer Blog 15 - Billy Yank
Post by: vargap96 on April 20, 2013, 11:00:26 am
Very nice work . This work prepared very nicely. ;D
Title: Re: Developer Blog 15 - Billy Yank
Post by: MASTERKILL666A on April 20, 2013, 11:28:10 pm
Nice, good work!
Title: Re: Developer Blog 15 - Billy Yank
Post by: Mr. Kochi on April 21, 2013, 04:58:38 am
Exactly. Reuse as much as possible. Every new objects steals both disk and memory space, and we need that space.

I agree on saving disk and memory space, for that is quite important, but don't you think this reusing of models should be more flexible?

By that I mean, of course, reuse as many models as you want, but please, allow us modders to change that via easy code. For instance, the code that sets every unit uniform's models could be like this:

Code
unit_union_69_irish union_coat1 union_kepi1 union_pants1 69_equipment
unit_union_54_ massachusetts union_coat1 union_kepi1 union_pants1 54_equipment
etc etc

That way, if I want to change the models in the 54th, all I would have to do is change the piece of code that relates to the model.

Code
unit_union_69_irish union_coat1 union_kepi1 union_pants1 69_equipment
unit_union_54_massachusetts custom_coat1 union_kepi1 union_pants1 custom_equipment

You can simply stick all models into different categories, not really forming any units, then via that simple code put everything together.



To be honest, I hope you can actually do that. And by that I mean "I hope you can make the engine work with that code".
Title: Re: Developer Blog 15 - Billy Yank
Post by: Olafson on April 21, 2013, 10:26:11 am
The actual code is more or less that easy. Please take a look at the Napoleonic Wars module system. I do not understand what you are complaining about. We will never screw the games performance just to allow easy modding. Sorry.
Title: Re: Developer Blog 15 - Billy Yank
Post by: BloodBeag on April 21, 2013, 11:31:00 am
you need a trouser press boy!
Title: Re: Developer Blog 15 - Billy Yank
Post by: Mr. Kochi on April 21, 2013, 06:33:05 pm
The actual code is more or less that easy. Please take a look at the Napoleonic Wars module system. I do not understand what you are complaining about. We will never screw the games performance just to allow easy modding. Sorry.

Technically what I was thinking was a way that allows us modders to change models of units via code (be it replace a model for another existing one, or a new custom one), and still allow us to play multiplayer without getting kicked off servers for having code changes.
Title: Re: Developer Blog 15 - Billy Yank
Post by: Olafson on April 21, 2013, 07:43:17 pm
That, is impossible.
Title: Re: Developer Blog 15 - Billy Yank
Post by: Jelly on April 21, 2013, 09:26:03 pm
Impossibru!
Title: Re: Developer Blog 15 - Billy Yank
Post by: DirtyMorth on April 22, 2013, 01:55:48 pm
Just a suggestion, maybe you can asign the textures in the code. (I am not familliar with Unity though).
Something like:

playerID: ***
model: NA_infantry1
texture: NA_infantry1 ( easily changeable to, for instance custom_skin5 )
etc.

And then have a folder in the files somewhere for custom skins. You could even go as far as to, make a custom editor to edit these skins, and assign them ingame. Maybe even have server optionsfor the host to upload his skins to the server population so that everyone is seeing the same skin the server-host wants you to see. I understand this puts a strain on the performance (and adds the moderation of skins.), then again this could all be done pre-battle. I think it would be highly appreciated by the modding-loving community, especially in conjunction with the regiments. I think Warthunder does something similair with their custom editable aircraft skins.
Food for thought :)

PS: with editor I mean something similar to World Of Warcraft's Guild Tabard editor.
Title: Re: Developer Blog 15 - Billy Yank
Post by: TheSamuraiOfNapoleon on April 22, 2013, 02:46:25 pm
Time to buy a new computer :/
Title: Re: Developer Blog 15 - Billy Yank
Post by: Onii on April 22, 2013, 02:54:50 pm
No worries, they've already said I'll be able to run on lower-end PC ^^
Title: Re: Developer Blog 15 - Billy Yank
Post by: Hugonaut on April 23, 2013, 11:48:09 pm
Awesome. I can't wait to see 500 guys looking like that fighting to the bloody death.
Title: Re: Developer Blog 15 - Billy Yank
Post by: munky-wunky on April 24, 2013, 03:39:12 pm
so heres my long  :D 

Olafso im impressed just impresed. long story short im a civil war reenactor and i know the union uniform well , and see how much work you have put into the model. Also im so happy that you used a forge cap and not those silly Kepi hats. Also the tin cup on knapsack was a great athentic touch but i would sugestet that you put the tin cup on the haversack. (thats were i put mine on  :D). But im impressed you did a great job.

We will have different positions for the cup. :)

awsome
Title: Re: Developer Blog 15 - Billy Yank
Post by: Krotan on April 24, 2013, 07:09:19 pm
Awesome. I can't wait to see 500 guys looking like that fighting to the bloody death.
I couldn't agree more.
Title: Re: Developer Blog 15 - Billy Yank
Post by: Dekkers on April 24, 2013, 07:27:10 pm
Awesome. I can't wait to see 500 guys looking like that fighting to the bloody death.
I couldn't agree more.

That is in case the servers fill up, EU1 bairly gets 100 last days
Title: Re: Developer Blog 15 - Billy Yank
Post by: Hugh MacKay on April 24, 2013, 08:32:05 pm
But at the release of NW EU1 could easily get filled and forced other servers to fill up too. Happend at a few sales too.
Imagine it will be the same for BCoF.

And I really don't think any public servers will actually allow 500 players. An amount of players that big is way more suited for competetive playing in regiments instead of every man for himself.
Title: Re: Developer Blog 15 - Billy Yank
Post by: Caranor on April 25, 2013, 10:07:13 pm
Awesome, great job guys!!
Title: Re: Developer Blog 15 - Billy Yank
Post by: Willhelm on April 26, 2013, 05:39:51 am
The actual code is more or less that easy. Please take a look at the Napoleonic Wars module system. I do not understand what you are complaining about. We will never screw the games performance just to allow easy modding. Sorry.

Technically what I was thinking was a way that allows us modders to change models of units via code (be it replace a model for another existing one, or a new custom one), and still allow us to play multiplayer without getting kicked off servers for having code changes.

If they did that you would be able to remove weapons from units which would screw everything up, in your code they don't have X item and they do for other players, I don't know what would happen even, you'd probably appear naked like in NW, also it would lead to easy cheating because you'd have to disable kicking people with different code. There may be some way around all of that but it's way more effort than it's worth. Besides, FSE might want to go down the road of mini DLCs of new units and uniforms for £0.50 or something, I don't mind that but if they do i hope they make it worth it, so many games have like a single new weapon costing £2. The NTW DlCs are the good sort. So yes, giving too much modding ability can lose profits, which is ultimately the goal alongside making an awesome ACW game.
Title: Re: Developer Blog 15 - Billy Yank
Post by: Olafson on April 26, 2013, 08:44:48 am
Mini DLCs? Oh god, please not.
Title: Re: Developer Blog 15 - Billy Yank
Post by: Jacob on April 26, 2013, 05:54:30 pm
Mini DLCs? Oh god, please not.

Im guessing those are like the stupid ones in CK2 like music packs, they are so annoying :L
Title: Re: Developer Blog 15 - Billy Yank
Post by: Lawrence on July 13, 2013, 03:59:03 pm
This looks incredible! keep up the good work! cant wait to play  :)
Title: Re: Developer Blog 15 - Billy Yank
Post by: Feldmarschall_Ben on July 26, 2013, 07:26:11 pm
NICE
Title: Re: Developer Blog 15 - Billy Yank
Post by: Feldmarschall_Ben on July 26, 2013, 07:26:30 pm
when the game is out I will try to make some austrian units ;D
Title: Re: Developer Blog 15 - Billy Yank
Post by: Tavington on July 27, 2013, 12:49:05 am
when the game is out I will try to make some austrian units ;D

I think that's taking it a little too far  ::)
Title: Re: Developer Blog 15 - Billy Yank
Post by: Feldmarschall_Ben on July 27, 2013, 04:39:20 pm
:D

Spoiler
It depends if there are front- or backloaders in the game.
If there are backloaders I will try my best because of the awesome uniforms.
I mean look at them:

kk Infantryman from the IR14 from 1868 to 1895
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.hessen14.at%2Fimages%2Fpage%2Fg_t1%2F25.JPG&hash=4acdd4475c73d47b47ce18c34494a226af710dc6)

kk Infantry-Officer in parade uniform from the IR36 from 1868 to 1918
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2Fthumb%2Fd%2Fda%2FK.u.k._36_IR.png%2F220px-K.u.k._36_IR.png&hash=434dba54cf09509aae0460c23896e9a409126389)

kk "Gestütsbranche" those people were responsible for the carriages, transport, moving artillery pieces etc
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.gestuetsbranche.at%2FZ-pictures%2Fk.k.Gest%25C3%25BCtsbranche.jpg&hash=8c8cc1044c4d29f4892ca6528da53ca28f86a685)

Some guards
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.kuk-wehrmacht.de%2Fimg%2Foe1898_08.jpg&hash=1fec7617ffaec74c261cb0fe5fff7809b7363d3e)

Some units
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1065.photobucket.com%2Falbums%2Fu396%2Fwildbillhdmax01%2FAustria-Hungary2_zps6f11d304.jpg&hash=30a292f96865de9c195e4b8e56f370f50895e036)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.kuk-wehrmacht.de%2Fimg%2Foe1898_04.jpg&hash=19c208bbb33773a30599ad89528672604bf55cf4)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2Fe%2Fee%2FKuK_Infanterie_1898.jpg&hash=1268528239e3246f62ccc0f16f9b469552dd7d9a)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.kuk-wehrmacht.de%2Fimg%2Foe1898_07.jpg&hash=0b442cee51a9a8638ba7c250442f4b678de25c64)

[close]

But yeah it is more like a fraction from the victorian era which would be a great choice for FSE to make since they could portray an alternative game with historical features. And so on. But that´s just my opinion :D
Title: Re: Developer Blog 15 - Billy Yank
Post by: Onii on August 16, 2013, 06:07:10 pm
Now that I'm thinking about it, any way we could see Billy Yank with the new trousers on? :3
Title: Re: Developer Blog 15 - Billy Yank
Post by: GenCorcoran on August 22, 2014, 03:37:05 pm
Looks good, I know it's still early in development, just a minor detail, Federal soldiers were issued a white shirt to carry underneath, I would like to see it sticking out of the cuffs.

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fs27.postimg.org%2Fwrk0lbetr%2Fcuffs.jpg&hash=0ecd58387e8aacf2bebf108bd41dabb05915188d) (http://postimg.org/image/wrk0lbetr/)

And greatcoats were only carried by some troops,  usually they were handed to the quartermaster and then re-issued in the fall to be used in the winter. It was probably more common, at least in summer to have a rolled up blanket that was on top of the knapsack. The color was usually grey but some regiments used white, hope this can be customized by the player.