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New M&B Version

1.010 is out, and so is the module system. Get modding!

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M&B Mod Community  |  Mount&Blade Expansion  |  Major Mods  |  The Last Days (Moderators: DaBlade, Llew)  |  Offiical TLD to 1.011 porting FAQ
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Author Topic: Offiical TLD to 1.011 porting FAQ  (Read 134050 times)
Ancientwanker
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« on: September 20, 2007, 08:44:17 AM »

EDIT: December 29th, 2008.


Have recently started some scripting work on the port but Im really busy lately. We are still a few months away.

If you know any good modellers/texturers feel free to send them our way. There is always stuff to do.  We still need voice talent as well.  
« Last Edit: February 20, 2010, 05:08:14 PM by DaBlade » Logged
Albino
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« Reply #1 on: September 20, 2007, 08:47:49 AM »

Could I be one of those new modellers?

Sure can. Ill PM you.
« Last Edit: September 20, 2007, 08:56:11 AM by Ancientwanker » Logged
Merlkir
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« Reply #2 on: September 20, 2007, 09:20:13 AM »

Alright. I don't have the means right now to really work like mad on the concepts and shit. My monitor is unusable so I'm waiting for a new one. I don't have a scanner here, so no sketches from me (I do have lots of new ones though) till I bring it here from home..
But yeah, I'm thinking about dwarves a lot, also trolls...all the new visual stuff we might put in.
Bear with me a little longer and I'll deliver. Smiley
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mtarini
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« Reply #3 on: September 20, 2007, 12:05:53 PM »

Speaking about content creating, it seems that now the meshes for armour-wargs-trolls etc must now be LOD-ded.
That looks like quite a bit of work.

you cant just copy the higher poly version into all positions? If not that will be some work for the helms, shields, etc. But we only have one real custom body armor anyway and it has a vanilla version thats pretty close.

« Last Edit: September 20, 2007, 01:42:41 PM by Ancientwanker » Logged
Livonya
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« Reply #4 on: September 20, 2007, 12:19:12 PM »

I realize that it will be quite some time until the port is done to the new version.

But I can hardly wait. 

The improvements to the core engine are just fantastic. 

The combat AI improvements
The performance improvements with LOD
Dual core support
Graphics changes
The Audio also seems to work better

Most of the other changes seem more like a new mod, and I like them but don't care if you get them into TLD, but these engine improvements are going to make TLD even better.... I can hardly wait.

- Livonya
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Merlkir
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« Reply #5 on: September 20, 2007, 12:28:15 PM »

Speaking about content creating, it seems that now the meshes for armour-wargs-trolls etc must now be LOD-ded.
That looks like quite a bit of work.




Sad more like shitload of work..
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Zenosknight
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« Reply #6 on: September 20, 2007, 02:18:52 PM »

sweeeeeeeeet  Green
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Albino
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« Reply #7 on: September 20, 2007, 05:03:43 PM »

Sent you a PM, but its not showing up in my outbox.
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Ron Losey
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« Reply #8 on: September 20, 2007, 08:28:12 PM »

Speaking about content creating, it seems that now the meshes for armour-wargs-trolls etc must now be LOD-ded.
That looks like quite a bit of work.

you cant just copy the higher poly version into all positions? If not that will be some work for the helms, shields, etc. But we only have one real custom body armor anyway and it has a vanilla version thats pretty close.



Not everything has levels of detail, nor must everything have all levels.  Many items still work fine with only one model.  I figure it can be added later, or one piece at a time, without hurting anything.

However, most mods will eventually want to take advantage of this.  Most of the lower res stuff can be native low-res models with retexture.  Not as damaging a work load as one might first think.

-------------------------
Unrelated to that...

The new Native damage model is strange.  Damages are higher, but still oddly out of balance.  We may be looking at three damage models (Native .808, Native .890, RCM).  That, or the degree of rebalance for the Native .890 model will be severe and the side-effects difficult to predict.

And as stated in other threads, there will be an RCM for .890, but we will need to see the module system and get a complete rundown on the new formula first.  Anybody with any information on that, please pass it along to me ASAP.  Odds are, it won't be ready for a while.
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CCA
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« Reply #9 on: September 20, 2007, 09:40:55 PM »

I offer my help in whatever capability I can.

I have no clue about coding or modelling and the most I can probably do is playtesting.

But if you think of a role for me....
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Yoshiboy
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« Reply #10 on: September 21, 2007, 06:29:19 AM »

There is a tool in 3dsmax for creating LODs called Multires - I can help out with that as it only takes two seconds. Or show it to other people on the team who have max.
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Ron Losey
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« Reply #11 on: September 21, 2007, 07:27:32 AM »

There is a tool in 3dsmax for creating LODs called Multires - I can help out with that as it only takes two seconds. Or show it to other people on the team who have max.

May not be necessary.  Native now comes with a lot of super-low-res models for armors and weapons.  (I mean super low-res - like 12 to 24 triangles for armor, one gray triangle for sword blade)  A person could probably just retexture a few of them and be done.
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Albino
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« Reply #12 on: September 21, 2007, 08:38:35 AM »

There is a tool in 3dsmax for creating LODs called Multires - I can help out with that as it only takes two seconds. Or show it to other people on the team who have max.

Blender also has it. But I've never tried it before.
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Ancientwanker
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« Reply #13 on: September 21, 2007, 08:55:26 AM »

Yeah, what Ron is saying is accurate. I d/l'd it took a look with brfedit. It seems not all models have the full range of LOD. Some just have one alternate, etc. So it's not mandatory to even have LOD.  Its mostly just a matter of getting the low res texture applied to the low-poly models (as we often have alternate tld friendly mappings). It doesnt look like too much of a hassle and can be done slowly over time.  Unique tld helmets and shields are probably the only thing that will require any real model reduction work.  When it comes to that, its probably something a low-skill texturer/modeller could handle as well.

Some pretty cool armors in there though. Gives quite a bit more in the way of reskinning possibilities. We probably dont even need any new armor models at this point. Just retextures. Good thing we have Dablade and Merlkir still here.

I like those new norman shields as well. Nice to have a shield like that all set to go with straps and multiple mappings.

The combat feels odd to me, like I suck!  Laugh   The timings and feel of the thing has changed a bit.

Quote from: Yoshi
There is a tool in 3dsmax for creating LODs called Multires - I can help out with that as it only takes two seconds. Or show it to other people on the team who have max.

Cool, thanks, when we get to that bridge I will hit you up for some mappings at least.   You know thats coming.  Laugh

« Last Edit: September 21, 2007, 09:11:50 AM by Ancientwanker » Logged
Merlkir
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« Reply #14 on: September 21, 2007, 08:59:24 AM »


Some pretty cool armors in there though. Gives quite a bit more in the way of reskinning possibilities. We probably dont even need any new armor models at this point. Just retextures. Good thing we have Dablade and Merlkir still here.


yep, I've been drooling over some of the new armors, those will be a pleasure to reskin..
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Here's my gallery: http://merlkir.deviantart.com/

I'm now painting and drawing commissions. I'll paint portraits, pets, girlfriends, favourite characters..you name it. Send me a PM if interested Wink
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