Please add https://forums.elementalgame.com/398314 Tutorial about "Replacing hardcoded skins from vanilla models"
Heavenfall
Beautiful. Don't be afraid to post screenshots in the thread if you want some feedback from the other guys.
RavenX, do you think you could reduce the likelihood values in UR_CoreSkinsUndeadZombie.xml to 0? They're causing issues with the Altar faction when designing new units.
@crystlshake thanks for helping out! I think the harbor turned out fine. These guys aren't really seafarers or navigators, so it's nice that it looks a bit suburban. The granary was also nicely done. @Kalin looks like a market to me (also reminds me of the bazaar hehe). @oddrheia I'm going to sit on the mount barding for now. They represent a significant time investment, the solutions were the exact opposite of straight forward, and my plan is to release them when we release t
I don't think there's any avoiding heavy armor. Most of the high-end warfare equipment is heavy armor. The thing is, I'm trying to make the unit look unique. It's a diplomacy unit. Those guys take ages to build, and cost a ton, and have a load of stats. They have to be special. So I'm thinking as a Diplomacy building, this is the "lost legendary riders of the green forest" or something corny like that. Elves live a long time. These guys survived since way back when the original elven
Hey, A few people have asked me how to break out the hardcoded skins from the vanilla game models. Note that I am assuming that you know how to use the .xml necessary for adding the prop - or whatever you are doing - to the game. So I won't go into that. The only tool you need is the havok pack - make sure you get the 32bit version!!! (need to register to download), http://software.intel.com/sites/havok/?page=tryha
This is the other barding available http://img695.imageshack.us/img695/4552/elemental1286045647.jpg Which one do you think looks best? I think the second works better as a heavy cavalry type unit. PS. The first barding took me 2 hours to figure out. The second only took one hour. For the second one, I had to remove the skeleton from the havok file and then re-apply it using the game client.</
Working on adding barding to the mount http://img833.imageshack.us/img833/9569/elemental1286040477.jpg edit: ver2: http://img440.imageshack.us/img440/9490/elemental1286043786.jpg
Here is the kit to design elf units. It's all the standard stuff, the oldarmor mod, the 2hander from 3dgrunges thread, and the spear/lance for the mounted guy. http://www.mediafire.com/?rz5110negagzgg6 This is intended for modders only. You'll need to delete these files after you've designed the sovereign. Be sure to select "Elves" as race. Upload the XML when you're done. Edit: here is what I had in mind for a re
The last entries from debug.err Debug Message: ERROR: (CD3D9Renderer) Unable to create mesh during ::CreateTextMesh. Debug Message: ERROR: (CDrawManager) Failed to create text mesh in ::Reload3DFont. Debug Message: ERROR: (CMapTextGraphic) Failed to create 3D font wrapper for CMapTextGraphic 'Awibego'.
Sorry, the problem seems unrelated to the mod. I removed all mods. The crash still happens. To reproduce 1. Open game. 2. Start new game as Relias with a faction. 3. Build a town. Immediately open the train unit menu. 4. Start a new game without restarting client. 5. Choose another sovereign with any faction. 6. Build a town. Immediately open the train unit menu. 7. Crashed.
Edit: See reply. I'm running into a problem with making a mod. The mod specifically adds new UnitQualityTypes. The new types are dependant on new technology. Everything works, the first time around I play a game. There are no glitches for either core races or the new race. However, if I start a new game, without restarting the elemtal.exe client, the game will crash when I try to train a unit.
I, for one, think that works as an oasis building. You got those little towers people can stay in and that's what sells it to me. And yes, that is a bazaar if I ever saw one. Kalin, do you still have the stable you did a while back? I think it would fit perfectly for a kind of "holy location" to attract the custom mounted diplomacy unit I was thinking about. If you could upload it I could finish it. John_Hughes, I like the mine, but I think you should place at least on
Ayup. I'll hook it up tomorrow. Off to bed now.
Can you link a mod like that? I'll need to modify it to apply for elves as well.
You're right. Excellent idea. We can use the special 2handed weapons 3dgrunge cooked up in the other thread just for one of those units to make it really special. Edit: I'd rather we used the unit designer. That way we get access to all the armor as well. Tomorrow, I will finish the XML framework, the equipment is last on the list. Then I will create a small toolkit for us that we can use to design custom units. It's better to use that, since I can make available all the cloth
Do you think you could use one font and one font size in the original post? It's annoying when you switch around. You might also want to move the stuff about regex to the end of the post, or somewhere less invasive to the actual information regarding the game. Boogiebac confirmed that ONLY the gfx folders (and subfolders) are scanned for graphical assets like - game models, pngs, dds. However, this is unlikely to be accurate, considering Shadows for tiles and Medallions (icons) for un
Yep, a command post for sure. We got to limit ourselves to what models are already in-game. Wood sprites are a possibility, that would be tiny (green) demons, like darklings.
I'm using a subfolder in my mods/newmod/ folder and it's not causing a crash. Specifically, I have a subfolder named "Tiles" in my newmod folder.
Items are filtered through what modeltypes they support. If you want a swordmaster type unit that can only use swords, all you need to do is give him a unique modeltype, and then enable only that modeltype for your awesome swords.
Yes, the reason is not so that you can build all you want, the reason is so the city takes a lot less space. Like Civilization.
We could take some freedoms, if we wanted to, with the diplomacy tiles. The monsters you get aren't exactly set in stone. It would be easy to hook up some animals instead of what kingdom gets. Same stats and all, but it would look different. Edit: right now we have shrill, drath, spiders and dragons. Forest dragons kind of make sense, and spiders are cool too. Shrill and drath are less "elf" if you ask me. Bears and...? Forest protectors (golems)? Warhorses?
Glad to be of help. Of course I was glad to help, since you helped with the elf race textures.
Kalin, the trees will be included in the release. If you see it, others will see it. Edit: I didn't mean you only have to use that one, just feel free to mix it up. I like the deformed version as well (and yeah, it will fit better). I'm not sure about the hut, maybe it has a bit too much stone and too little actual living space (just spitballing). Edit: note that seanw3 still has dibs on the hut until the end of the weekend.
It's up to you. Personally I really like the design, it works as a habitat design and it works as something that looks good repeated. It blends really well with the whole stone/forest thing we got going. It just ended up a bit too large, which it seems you've taken care of now. Edit: By any chance, do you think you could switch some of the trees for the darker green? See my link a few comments above. Just so it appears less massive when you look at it like a city. Or I could do it for