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Post by Julius CMXCIX on Jan 19, 2012 7:19:13 GMT
Yes, about the only sensible steps in AoK are the ones on the Middle East house.
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Von
Stormwind Member
VonCorgev
Vene, Vidi, Verse.
Posts: 818
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Post by Von on Jan 19, 2012 7:40:57 GMT
I see some grey sections particularly behind the front buildings. What are they? (Though I realise this is not completed yet)
I like the three blue shields on the topmost building, but they do look a little odd not being centered above the door. Have you thought about adding a fourth to the left? Or maybe centering the middle one would be easier?
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Post by Basse on Jan 19, 2012 18:25:11 GMT
Actually, if you look closely, the pole holding up the middle shield is centered above the door, but it's so thin that you hardly notice it. I still want to spruce up that upper building though, so I will be improving it somewhat. As for the grey parts, those are shadows.
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Post by Basse on Jan 20, 2012 13:33:17 GMT
I've managed to fix the glitchy attack graphics for the new units I added. Or, more specifically, I removed all the units and graphics, overwrote the .slps with four-pixel images, added in the .slps in new slots, and created the graphics and units from scratch. I've added in the two most important units, and they're both working. EDIT - ... or not. Turns out that if you remove a graphic, the graphic in front of it gets the number it had, which means all graphics moved back 20 or so steps. Houses then looked like wall parts and monuments like walking halberdiers. Just clicking some buildings crashed the game. So I will have to change all thw wrong graphics into "Empty", and then create all new ones, in order not to mess things up. The more you know.
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Post by The Seburai! on Jan 20, 2012 21:05:52 GMT
I'm glad you got the attack graphic bug resolved. It can be really annoying when you put so much effort into modding only to fall at the final hurdle due to some bullshit error or bug or something. I've had that multiple times; but, I guess you live and learn. I personally had a load of trial and error problems with terrain editing and getting it presentable in game, however, it's been solved now thankfully.
Really? I didn't know that. Good to know. I take it your talking about AGE 2? I can't remember that being in AGE 1.8, but then again, I can't remember ever deleting graphics.
I remember in AGE 1.8 if you deleted a unit you made it would cause a bug in which all new units graphics would randomly rotate or swap with each other on placement. If you had a big list it meant having to completely redo a new dat file. Have you noticed any problems in AGE 2 like this? TBh, I've not really touched AGE 2 yet other than for terrain stuff.
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Post by Basse on Jan 20, 2012 22:31:37 GMT
Yeah, I only use AGE 2. And that happened to some units as well. The removed graphics screwed up the numbers for most units, but some of the units that had multiple graphics to them (more than just standing graphics) had their graphics switched around randomly. I guess this is one reason the data files already have hundreds of empty graphic slots left by ES.
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Post by Basse on Jan 21, 2012 12:26:58 GMT
In other news, here's a test screenshot roughly of how the third castle battle will look like, with some of the new units I've added in. Both are from Courtjester1's mod packs.
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Post by Basse on Jan 24, 2012 17:26:24 GMT
I'm slowly making progress. I've finished the individual wall pieces for the third castle, which means I'm pretty much set to start making the first playable scenario. I still need to create indoors graphics for the starting cinematic though, so that will be my next point to mark off. Today I've been polishing up the walkable walls I posted in the topic post, and put together an example of how they might look like in the end:
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Post by Julius CMXCIX on Jan 24, 2012 23:41:39 GMT
The battlements look really good and I'm not even sure where they come from (Celtic Wonder?).
However the corners of the wall look very sharp, as if they've been cut off in an editing program rather than just turning a corner.
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Post by Basse on Jan 25, 2012 2:27:07 GMT
Aye, it's from the Celtic Wonder. As for the corners, indeed, they definitely need working on. So far I've managed to postpone it though.
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Jatayu
Stormwind Member
Jatayu
Posts: 1,064
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Post by Jatayu on Jan 25, 2012 8:35:16 GMT
Good work! So you can actually move up and down on the ramparts? How'd you manage that?
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Post by Basse on Jan 25, 2012 10:53:53 GMT
The ramparts work like eye candy units, so you can actually walk all over them. Then I use invisible 1x1 blocking units to limit where you can walk. If you add a flight of stairs to the wall, leading up or down to another floor, you get the illusion that you're actually walking up onto the wall.
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Post by Basse on Jan 25, 2012 16:24:01 GMT
I've fixed the wall ends a bit, and I've tried to add a bombastic gate to couple the walls. It's a bit tricky to get it right, seeing as you have to conceal a regular gate beneath it, but somehow I'll get it to work.
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Post by Basse on Feb 1, 2012 20:45:26 GMT
Thought it might give you a few more screenshots, as there likely won't be any new ones for a long while now. The modding is almost completed, and I will start writing a more detailed plan and script for the first scenario, which is a full cinematic, relatively soon. Anyhow, screenies:
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Post by The Seburai! on Feb 2, 2012 13:42:53 GMT
Nice indoor scene there. Nice to see you've used an ingame title screen too.
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Post by Julius CMXCIX on Feb 2, 2012 13:48:19 GMT
The indoor concept is superb. If it were me, I'd be tempted to have a very low cut-away wall along the front edges as well.
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Post by Basse on Feb 2, 2012 14:14:23 GMT
Thanks chaps! I've thought about adding a lower wall edge as well, but I haven't got around to trying it yet. Now I only have a few more things to do, namely a new building for the prison Xaphira's locked up in, and a few more graphics. Then I can finally start working on the actual campaign, as soon as I find the time.
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Post by Basse on Mar 27, 2012 22:41:23 GMT
Just thought I'd bump this and say that I haven't been working on this much lately. I did add in some new graphics, like city walls with stairs on them so that you can walk up and down the wall, and fixed the massive gate, but that's about it. I am going to write the script for the first scenario, the prologue/intro cinematic, quite soon, possibly tomorrow. So I haven't abandoned this, and I have no intention to, but it will probably be a slow process to get to the end. I really want to finish the Gwyndlegard trilogy, and I'm quite certain this will be my last big scenario project, maybe my last project whatsoever. So I want to go out with a bang.
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Post by Basse on Mar 28, 2012 22:21:46 GMT
So now I'm writing a screenplay for the starting cinematic of the campaign... in Movie Magic Screenwriter, which was used, amongst other things, to write screenplays for Pirates of the Caribbean. Top that, Mash and Andan! EDIT - In other news, today I created the prison where Xaphira is held captive at the start of the campaign. It's a rather simple boxy building, and I might add some more details to the roof. Also, please ignore the random fires.
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Post by Julius CMXCIX on Mar 30, 2012 20:15:28 GMT
That looks good. Where is the jetty from?
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Post by Basse on Mar 30, 2012 21:03:23 GMT
From the Dark Age dock. Had to expand it a bit though.
EDIT - On another note, I've finished the script for the starting cinematic. All in all the two acts of it take up 25 pages, which should result in roughly 25 minutes of cut-scene. I will try to start designing the scenery this weekend.
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Post by Julius CMXCIX on Apr 1, 2012 16:55:06 GMT
Actually my favourite bit of that screenshot is the modified roman ruins. They look great. For some reason, you've reintroduced the ugly brown rocks though.
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Post by Basse on Apr 1, 2012 18:17:33 GMT
But I like those rocks. ... Even if they look like massive bunny droppings. The roman ruins are actually from my first mod ever, which I made back in 2007. Now, for the first time, I have actually found use for them.
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Post by The Seburai! on Apr 2, 2012 0:41:54 GMT
Glad to see you've made some more progress. I actually came onto this site for some productivity inspiration. Just fired up the old GDD for Ronin (first time since January) and starting to plan some more environment pieces for it for modelling tomorrow. Hoping to work on it now for a summer release. And they say AOKH is just for fun? I've took my first scene in Ronin in the snow and used it's inspiration for the first scene in a game I'm developing using Cryengine 3. Except in that you'll be escaping from a secret hi tech lab deep in the mountains of Japan
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Post by Basse on Apr 2, 2012 22:00:46 GMT
Awesome! I am now four minutes and ~70 triggers into the cinematic scenario, and I've gone through 2 out of 25 pages of script. It's a long way to go still... I'm starting to think this scenario is going to beat Andan's record for longest cut-scene, and I'm not sure whether that's a good thing or a bad thing.
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Post by Basse on Apr 5, 2012 11:55:18 GMT
I've turned roughly a sixth of the script into cut-scene now, and I'm at 8 minutes and 140 triggers. This is going to be big.
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Post by The Seburai! on Apr 5, 2012 12:35:13 GMT
Looks like your using your real life experience well... I look forward to it, though I will admit I havn't played the previous two yet. Will get round to it one weekend, when I can play all three in one go. This looks like one of your more epic scenarios though
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Post by Basse on Apr 6, 2012 21:00:27 GMT
Thanks! Yeah, once it's done it will be the biggest project I ever release. It will have 5 scenarios, or 6 if I need to squeeze in another cinematic in the middle, and in total they might well be as long as Gwyndlegard and The Rockspring Revolution combined, i.e. 10+ hours of gameplay. So it will be an epic, in the literal sense of the word. If it's epic in the contemporary sense of the word will be up to the players, but that's my aim too. Anyways, I've turned another page into cut-scene, and I'm now done with a fifth of the cinematic - 11 minutes. Assuming that modding is 10% of the total workload, and each scenario 18%, the campaign is now 13.6% finished. Hooray! EDIT - I am about to start making the biggest scene in the cinematic, a great battle. I've placed the armies out and they amount to a staggering 1,600 units. I kind of expect some lag to come up now.
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Post by Basse on Apr 8, 2012 17:13:30 GMT
I've finished the gargantuan battle now, more or less, and it actually lags a lot less than I expected. The cinematic is now at 17 minutes, 300 triggers, and 8½ pages done out of 25. The first act has almost all of the complex scenes though, so once I get to the halfway point it should be smooth sailing. EDIT - Finished another page's worth of cut-scene, and it's now at 19 minutes. At this rate I might be done with the first act tomorrow night.
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Post by Julius CMXCIX on Apr 9, 2012 1:03:19 GMT
One modding thing I remember is the waterfalls used by Matty. Those were incredible. Any chance of seeing something like them?
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