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Messages - Grizzlyadamz

#76
Unfinished / Re: [WIP] Medieval faction
February 07, 2015, 04:55:42 PM
Here're some jesters marching in formation.




I think the fem model needs work, but NO, tired of textures for now.
Tried a couple white dots on the hat sides & back in an attempt to increase fidelity, but I think I'll remove those at some point.


Next up:
Siege engine
Armor with metallic modifiers
Mucking around with siege camp scripting, (small wooden 'fort'/siege camp I'm thinking)
Make fancier armor/weaps for lords

I'd be satisfied with it enough to release it after those first two, and at that point I'd be receptive to texture/script help, (though I'd be a meddling producer about it, editing textures n whatnot).



In the meantime, Question here concerning the Metallic armor, thinking I'll have to make a separate mod to add the metal attributes, and then branch this one. :[

Also noticed the stuff-fied weapons were 100% steel in the last couple test-colonies I ran. Though I did want to get rid of the *Plasteel* weapons at one point, I don't remember actually setting this up. Further, I couldn't figure out why it's doing it when I took a look.
That's well & good for now, but it might be a problem when it comes to fancy lord weapons.
#77
If there isn't a copy of the original mod available for download, I'd try to open up one of the body part definition files, (I recommend notepad++ if you don't already have it), and then writing up your own placeholder definition for it.
Basically just telling the game a 'bionic shoulder' is a body part or something so the game stops having conniptions.

Try copy-pasting one of the entries that's already in there & renaming it to Bionic_shoulder or whatever the debug log complains about when you try to start the game.
There're like 3 definition files, so it might take a couple tries, but it shouldn't take long.
#78
Help / Adding armor adjustment values to metal--
February 06, 2015, 02:44:24 PM
My query isn't so much about how to add the properties, but how I should pack/save it.

Would I have to distribute it as a Core mod? That seems like it would have conflict written all over it.
There another way?

To be clear, I want to add armor properties to metal- so a plasteel suit of armor is better than silver.
#79
Unfinished / Re: [WIP] Medieval faction
February 06, 2015, 10:32:20 AM
Ha, I think I'll be calling them 'guardsmen' and shifting back towards a mostly-peasant combat force. Playing fast & loose with the realism here, (no horses, pike walls are boring). -e but thanks for the info!

Anywho, making a new post to ask if anyone has an answer to my question here concerning apparel textures & masks, before I go to convert the 3 I have into a black/white version that can take on colors.
Well, actually I guess I'll be asking & doing at the same time..


Hm, did the front & took a look.
I think it'd be easiest & best if I just went with a red & black color scheme, nothing else.
If the masks worked, it'd be different though.
Time to get some work done.

It needed something. Bells. yeeeeess muahhaha

blah, just did the math, takes me ~20 minutes to get from a template to the exported (untested) texture. So at 15 textures/apparel, that's...5 hours per article of clothing.  :|
At least for this jester piece..
#80
Help / Apparel texture masks?
February 01, 2015, 02:30:27 PM
Trying to make a jester outfit with sections affected by the color generator.
Can't seem to get it to work.
I've got the graphic class as graphic_single & the shader type is cutoutcomplex, & I've tried appending both _mask & _m to the mask images.
Currently the icon has no color generation effects, and the worn graphics aren't masked.
#81
Help / Re: Texture feedback please.
February 01, 2015, 02:26:46 PM
What I'd do in your shoes is massively simplify the details- work with the 64x64 limit & keep it the size of the vanilla pistol.
It may be painful, but imo it's worth it to fit in with the vanilla style.
Take pride in doing more with less  :D

Hunter did some good work along those lines in his Guns+ mod.
#82
Unfinished / Re: [WIP] Medieval faction
January 27, 2015, 09:54:38 AM
Ha, those are fine weapons, but I'm deathly afraid of details becoming noise in the teeny-tiny dimensions we've all got to work with.
So, I don't think I'll use them, but it is a gracious gesture and I appreciate it immensely sir.   :)

You did kinda give me an idea though, or rather remind me of something- you can make armor use the stuff system. It doesn't have an effect, (metals, that is), but you can do it. Might be a good way to have more colors.

Say, how does overwriting vanilla definitions work? Like, giving metal resources armor value offsets? Can't do it today, much homework, many errands, but I'm interested.


The 'update this post' rule still applies & will continue to do so into the future- unless I make progress I'll edit my most recent post for updates.



Reading and reading here. Program's no joke. Will see about putting in a bit more time tomorrow.

Redid/finished off the normal male jester textures. Trying to get funky colors working correctly, link.
#83
Unfinished / Re: [WIP] Medieval faction
January 26, 2015, 06:24:04 PM
Just a heads up, taking a long time mostly because this program I'm in is coming into full swing & seems to take quite a lot of study & practice. And errand-running.
Also had a computer hiccup, but I'm sorting that out now & mod's ok/backed up.

So I'll just edit this post with small updates in the meantime, will bump if there's a decent chunk of progress or other development.
#84
Help / Re: Helmets that decrease sight?
January 19, 2015, 05:33:22 PM
Ah, kk many thanks both of ya!
#85
Help / Re: Helmets that decrease sight?
January 19, 2015, 03:39:15 PM
I'm thinking eye efficiency, same way a bionic eye increases it.

But are those the stats? AimingDelay & ShootingAccuracy?
#86
Help / Helmets that decrease sight?
January 19, 2015, 12:16:24 PM
I have these plate helms I'd like to have do this. Is there a stat I can offset?
#87
Unfinished / Re: [WIP] Medieval faction
January 19, 2015, 10:44:14 AM
Hm, hopefully it's straightforward.

Here's that screenshot I promised.

The masks are acting up. They seem to be completely shielding the in-game graphics, but completely ignoring the gear icons. Strange.
Anyone have an idea why?

Aah, it needs _m for single graphics, got it. Workin now.

Oh and I haven't applied blur yet, so the textures look kinda choppy. Saving that for finalization.
Currently only the bastardsword, maul, and winged spear use the stuff system.


Just did a tiny bit of work on the jester textures, doesn't warrant an update post. After those I'll see about making the trebuchet.
#88
Unfinished / Re: [WIP] Medieval faction
January 18, 2015, 10:14:13 PM
Yep, exactly what I was thinking. The trick'll be animating it.
(and, perhaps, somehow changing their siege behavior so they don't construct sandbags...)

Tried to throw together a screenshot, but the weapons need masks & blech.
Will get to it early tomorrow.
#89
Unfinished / Re: [WIP] Medieval faction
January 18, 2015, 09:16:28 AM
That's very generous! Thanks, I'll keep it in mind & throw ya a msg if I need to! :D


I'm about 80% on the guardsman armor; need to make the female variant, apply the blur tool to all of them, then make the definitions for all the new weapons & the guardsman armor.
More errands soon, but I'll see about getting that stuff done today & will try to upload a new screenshot later.
#90
Unfinished / Re: [WIP] Medieval faction
January 17, 2015, 11:29:07 AM
Yesterday just made the guardsman's armor male textures, plus textures for a peasant's flail, an arming sword & a windlass crossbow. (so not much)

Today I've gotta work on that homework I mentioned.