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Messages - mtarini

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The Last Days / Re: Download: Female Meshes for TLD
« on: November 02, 2011, 11:39:10 AM »

oh, I see... well done, then, Shik!

The Last Days / Re: Questions, comments and concerns
« on: November 01, 2011, 09:34:49 PM »
Keep in mind this version is a pre-beta.
There is a lot of tuning to be done. Including, yes, adding more enemies for elves at the beginning.

7. Elves are awesome! Don't touch them!

We are probably not touching much how powerful elves are in battle per se, but we will probably change how easy/difficult is to get and keep how many of them in your group.

I swear I've searched Moria top to bottom and I can't find anything other than looping tunnels! ARGH!

It is not easy, but there is more than that, yes.

Hey guys. My issue is that whenever there's a battle with any significant slight girth, as in about 50 guys on the field, the game ctds.

In future version, using adding more LODs might help this.
Which version of M&B are you using? The last patched version or not?
(to find out, it suffices to look at the size of mount&blade.exe: ~2MB or ~3.8MB?)

Either way, I would be curious how much it changes if you switched to the other.

The Last Days / Re: Download: Female Meshes for TLD
« on: November 01, 2011, 09:20:47 PM »
Just to add, that in TLD basically every armour auto-refits to human-orkish-urukish-dwarven physique, depending on the wearer, just as in vanilla they autofit with male-female physique.

The above patch will break that, meaning that you won't be able to wear most armors, for example, as a dwarf.

(if would be easy to add a feminized version, but keep dwarf-orc-etc).

The Last Days / Re: TLD 3.0 - Bug Reports
« on: November 01, 2011, 07:38:41 PM »
Let me paste here this nasty bug reported in TW forum (by Selcouth), so that we keep track of it:

Oh god the ents
I was playing as a Moria orc, had about 20 Moria goblins in my party. I skimmed across the very edge of Fangorn Forest while delivering a letter to the Uruk hunting camp. All of a sudden 3 ents. I formed my gobs in a ball and we poked the ents in the feet for about 2 seconds, we would've poked longer, but my gobs and I had the sudden urge to be dead. I then got the dialogue that I woke up stunned and got stuck in an infinite loop of clicking "continue" and receiving the "time passes" message, ahd to alt-F4 exit.
Also I did my usual of thinking I'm invincible and don't need to save the game. I found it quite hilarious afterwards, so the whole experience was worth it.
R.I.P. Nose-Nibbler
Loving the mod guys.

TLD.808 / Re: TLD: Suggestions
« on: December 26, 2009, 09:12:51 AM »
I think that uruks were made by Sauron for ver 0.808, but, when 1.010 came out, Saruman had to make the uruk-hai (by retexturing elves) in order to make them more resistant to light and to give them better hit-boxes and animations.

TLD.808 / Re: TLD: Suggestions
« on: December 10, 2009, 09:50:30 AM »
Speaking of which, I've the feeling that warg riders could be all orcs, not uruks.
Any tolkien scholar here can confirm, or deny?

TLD.808 / Re: Offiical TLD to 1.0 porting FAQ
« on: December 03, 2009, 09:16:08 PM »
Will we spoil everything before release by telling too much?

TLD.808 / Re: Offiical TLD to 1.0 porting FAQ
« on: December 02, 2009, 05:36:36 PM »
Don't take it for granted...
there has been stupendous progress lately, and it is going on, but the road ahead is still long.

ETA predictions are always difficult to make.

TLD.808 / Re: TLD: Screenshots
« on: November 12, 2009, 07:54:36 AM »
I think you easterlings are dark and menacing, after all :D

Actually, I think we the last days of the third era are dark times in general, that the war is a war of extermination/enslavation, and that nobody is very cheerful.

For example, I wouldn't want to see smiles on any of the combatants face, no matter their side. Any smile at all.

And evil side is, yes, evil. I would keep the shades of gray for the real world.

My personal tastes.

TLD.808 / Re: TLD: Screenshots
« on: November 01, 2009, 12:30:07 PM »
Ok, more elaborate answear:
we plan to give orcs their custom skeleton. So far, that is used for correcting their posture.
Later, it mught be used to correct their size too.

Here is before VS after posture correction screenshots:


TLD.808 / Re: Offiical TLD to 1.0 porting FAQ
« on: September 28, 2009, 07:04:58 AM »
No money, it was just a bit of  thread derailing. A very interesting bit, at that. Turns out that people around here have stories worth listening to.

I see that there is strong pro-indie feelings in the air. I like that!

Discussion / Re: Shader and Graphical effects Discussion
« on: April 07, 2008, 04:57:11 PM »
Hey man :)

Cheese has asked me to get these shaders into UDL but I'm having some problems...

If I dropp in the list of techniques the game refuses to launch, claiming that it can't compile the fx file.

What version of M&B are you using, and which version of the shader?
If you PM me a clean mb.fx file that does NOT work I could be able to tell.

The techniques are added after the new shader at the bottom of the text file. If I remove the techniques and keep the shader it all works fine.

without the techniques using them the shaders are never actually compiled at all so that's expected.

Discussion / Re: Shader and Graphical effects Discussion
« on: March 29, 2008, 09:13:30 AM »
Yes, it will. Unfortunately, this means that your normal map will need to be flipped in the X if they are on the left part of the object, even if it is used only there.

If you want to disable this, e.g. for a test, it is sufficient to comment a single line in the shader (by "to comment" I mean to turn a line of code into a comment that will be ignored, by adding a double '/', i.e. a //, at the beginning of the line. Sorry that I'm being so pedantic, just making sure).

The line in question is identified by the text "(mode 2: smooth)" (inside a comment). Look for that line, comment it all, and the "flip X on left parts" will be gone.

PS: mind my edit two posts above.

Discussion / Re: Shader and Graphical effects Discussion
« on: March 29, 2008, 08:25:48 AM »
You need to append the core part, (core_mtarini_shaders.ver.0.01.txt) to the mb.fx file, and then only the few shaders you want to use from the list
(you can also put all of the list in, but the game will be very slow to load it because every "technique" shader will pre-complied, even if it is never used by any shader or material).

After that, make a brf file with the corresponding shader (last tab), and use that shader from the material for all affected objects.

But, I just checked something: the normal-map + rigging combination is not currently implemented right in that "core" file (it's only half implemented). Sorry about that. I wonder if that is my last version after all. If I cannot find any more recent version, it shouldn't be difficult to fix anyway, and I could do so soon. But, from what I see, the current version will not work correctly (objects will animate but the normal-map will be relighted as if always was in the neutral pose).

Still, if you can get to the point where your normal maps are ready and used, even if lighting looks wrong for now, then it should work when I fix the shader.

EDIT: I made a quick attempt on-the-fly to fix the problem (with rigging+normalmap), but I don't have time to test it right now, or even to see if it compiles at all. If you feel lucky, its here: core.mtarini.shaders.ver.0.02. (It's the "core" file, to be used instead of the 0.01 one above.) Also, I should optimize it later.

Let me point out another thing about normal-maps + rigging:

- the normal map (in object space) must refer to the object in its neutral pose (i.e. open arms, etc).

- the normals in the normal map of the left half of the object will be automatically inverted in the x component. This is done so that you can use a single normal-map for both sides of a symmetric  object (x = -x simmetry). E.g. the same normal map for the left and the right arm. Hope you see what I mean.

Discussion / Re: Shader and Graphical effects Discussion
« on: March 26, 2008, 09:14:33 PM »
I think that the arms and legs in particular will suffer badly from it, but at least shields, heads etc might look all right.

Hum, they shouldn't. If they do, there is something wrong (well possible, this stuff is hardly tested).

The shader you want is (or, should be) technique mtarini_Bump_Rig // #126 (again, from my complete list)
(assuming you are not using shininess and stuff: if you are, there are other combinations)

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