Author Topic: Developer Blog 15 - Billy Yank  (Read 27488 times)

0 Members and 1 Guest are viewing this topic.

Offline MrTiki

  • Senior Moderator
  • **
  • Posts: 3019
  • Senior Madmin EU
    • View Profile
    • 17th Regiment Website
  • Nick: 17th_Lt_MrTiki
  • Side: Neutral
Re: Developer Blog 15 - Billy Yank
« Reply #75 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...

Offline Bedrockdude10

  • Volunteer
  • *
  • Posts: 16
  • Colonel of the 8th Wisconsin Volunteer Infantry
    • View Profile
  • Nick: 8th Wis. Bedrock
  • Side: Union
Re: Developer Blog 15 - Billy Yank
« Reply #76 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]

Offline Ledger

  • Lieutenant Colonel
  • *
  • Posts: 2021
  • Fwuffy's cage warden
    • View Profile
  • Nick: 91st_Lt_James_Munro
  • Side: Union
Re: Developer Blog 15 - Billy Yank
« Reply #77 on: April 18, 2013, 11:47:31 pm »
It looks so sexy and beautiful <3!

Offline Mr. Kochi

  • First Lieutenant
  • *
  • Posts: 441
  • Baah! Baah baah, baah? Baah baah!
    • View Profile
    • The Skin Warehouse
  • Nick: Mr. James Koach
  • Side: Neutral
Re: Developer Blog 15 - Billy Yank
« Reply #78 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 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.

Offline Onii

  • Donator
  • *
  • Posts: 1804
  • Your friendly neighbourhood Dane
    • View Profile
    • Steam Profile
  • Side: Neutral
Re: Developer Blog 15 - Billy Yank
« Reply #79 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.

Offline Olafson

  • FSE Developer
  • ****
  • Posts: 3701
  • #friendsforever
    • View Profile
  • Nick: FSE_Olafson
  • Side: Union
Re: Developer Blog 15 - Billy Yank
« Reply #80 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.

Offline munky-wunky

  • Captain
  • *
  • Posts: 1772
  • Oh, I'm a good old rebel, Now thats just what I am
    • View Profile
  • Side: Confederacy
Re: Developer Blog 15 - Billy Yank
« Reply #81 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.
Spoiler
Welcome to FSE hun. Enjoy your stay on s.s. Duuring. Lifeboat is to be found on upper left corner as "log out". We wish you enjoy the journey. Thank you for choosing Dutch Sea For your vacation.
[close]

Offline Onii

  • Donator
  • *
  • Posts: 1804
  • Your friendly neighbourhood Dane
    • View Profile
    • Steam Profile
  • Side: Neutral
Re: Developer Blog 15 - Billy Yank
« Reply #82 on: April 19, 2013, 03:34:02 pm »
Just a heads up, its Admiral who did the model ;)

Offline munky-wunky

  • Captain
  • *
  • Posts: 1772
  • Oh, I'm a good old rebel, Now thats just what I am
    • View Profile
  • Side: Confederacy
Re: Developer Blog 15 - Billy Yank
« Reply #83 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
Spoiler
Welcome to FSE hun. Enjoy your stay on s.s. Duuring. Lifeboat is to be found on upper left corner as "log out". We wish you enjoy the journey. Thank you for choosing Dutch Sea For your vacation.
[close]

Offline Blankman

  • Private
  • *
  • Posts: 27
  • what does personal text mean?
    • View Profile
    • This is my mod blog where i post my art
  • Side: Neutral
Re: Developer Blog 15 - Billy Yank
« Reply #84 on: April 19, 2013, 04:39:13 pm »
looks really detailed

Offline DaveTheBrave

  • Second Lieutenant
  • *
  • Posts: 652
    • View Profile
    • 25th Regiment of Foot
  • Nick: 25th_Kgm_DaveTheBrave
  • Side: Neutral
Re: Developer Blog 15 - Billy Yank
« Reply #85 on: April 19, 2013, 06:26:06 pm »
Very nice job!

Offline Olafson

  • FSE Developer
  • ****
  • Posts: 3701
  • #friendsforever
    • View Profile
  • Nick: FSE_Olafson
  • Side: Union
Re: Developer Blog 15 - Billy Yank
« Reply #86 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. :)

Offline caldric

  • Private
  • *
  • Posts: 24
    • View Profile
Re: Developer Blog 15 - Billy Yank
« Reply #87 on: April 19, 2013, 07:33:18 pm »
Wow very nice.

Offline vargap96

  • Volunteer
  • *
  • Posts: 18
    • View Profile
  • Nick: Varga (Byron_Brakefield)
  • Side: Union
Re: Developer Blog 15 - Billy Yank
« Reply #88 on: April 20, 2013, 11:00:26 am »
Very nice work . This work prepared very nicely. ;D

Offline MASTERKILL666A

  • Private
  • *
  • Posts: 13
    • View Profile
  • Side: Neutral
Re: Developer Blog 15 - Billy Yank
« Reply #89 on: April 20, 2013, 11:28:10 pm »
Nice, good work!
Inactive