Art Stuff

Required
1) Upside down American Cuirassier: Fixed also cuirassier button that was just reported
2) Touchiness in Francis I, and Bolivar leaderheads, so they don't blank out sometimes in the civilopedia: No idea whats wrong. Never had a problem with Francis model until you just mentioned it. went to check it and it didnt display at all. Art defines has never been changed and only resizing of textures. Only difference I noticed is that the folder name said 'FancisI', when folder name doesnt have a capital "i". So I changed it and now it works. If I change it back it ceases to display. What the heck is up with that. Capital letters shouldnt matter there. Well that is only problem I saw with it. YOu should try it out yourself and see.
3) Updated Intro screen: You can use this screen found here. It has 2 chnges you wanted: Title in middle of Red Baron's flight path, and peasants trailing back towards city. Title is also much lower and smaller to accomodate all possible resolutions. And Much better texture on terrain.

Preffered:
4) check out Ho-Chi's leaderhead, it seems to wig out on some graphics cards (I have no problem with it, but I suspect nifskope or blender will find some minor issue that is causing a problem on some systems that are more touchy): Again, absolutely no idea whats wrong with it. Nifskope shows nothing, but in all actuality is mor forgiving in most things than the game is. I doesnot do anything strange for me and no programs or the logs give me any errors.
5) Put in new Legionaire model that throws a pilum: BUST

Optional:
6) Expand expanded graphics add on (blue marble): Not finished.
7) More ethnic varients for Ironclad Battleship, such as the brenossettes, might find some good Protected cruiser varients as well while doing so: Also not finished. In the middle of reincorporating several of the lost art from WolfRev. Have found Ethnic Armored cars, a few Ethnic Motor Infantry, and the several ships, new Roman units, new Persian units.

View attachment 096b_xml.zip
 
I've gotta go to work now, so I wol't be up for updating for a few hours anyway, so if you do have any aditions before I post again, feel free to upload them. Otherwise I'm going to go with what you have here. Also Bolivar as well was touchy, if you can take a look at him. His eyes ghost out on occasion as well (which may be related).
 
Re Bolivar LH: again I cannot get any errors to pop nor does it seem to break on me. With out error log or any program to tell me a if and what a problem is I cant do anything to fix it.:dunno:

I had a similar thing happen last week with Xerxes. It seemed to be broke except the teeth broke. And I had done nothing to it since the last time I saw it work, and XML was unchanged and correct. After switching my XML to newest non-test version it worked just fine and hasnt broke since...?.?:confused:
 
Invalid attachement for the new intro screen.
 
New priorities list for you achilleszero:

1) We need a good leaderhead for Trung Trac
2) The Core art models need to be able to work in frozen animations mode, so those who wish to, or are forced to due to poor spec computers can download and play LoR light in frozen animations.
3) Mechanized units need damage states. This is probably a lot of work, but we are getting close to the 1.0 release, and this is one of those proffesional touches that needs to be done to get this up to the "Official Expansion Pack" standard.
4) Replace the Mech with a more realistic LAN warrior model using Power Armor.*

*Edit: A LAN warrior system is something I saw in development while I was a lab rat for the US army, back in 2000 at Natick Labs. Basically it is an infantry unit with high tech gear like UAVs for survailance at the squad level, electronics which connects them for instant communication, their suits use an LED display to sort of simulate Predator camoflauge, they get aim information from electronics in their gun and eyepiece that relays and rangefinds targeting information on their rifle, and their suit can litterally constrict to apply pressure and stop hemoraging when they are hit by bullet rounds--also the suit can update information to the medics to aid in treatment. This was slated for release in 2020, and as far as I know is still in development for the US army. Incorporate that with some exoskeletal armor and you have a realistic future unit for the end game.
 
New priorities list for you achilleszero:

1) We need a good leaderhead for Trung Trac
2) The Core art models need to be able to work in frozen animations mode, so those who wish to, or are forced to due to poor spec computers can download and play LoR light in frozen animations.
3) Mechanized units need damage states. This is probably a lot of work, but we are getting close to the 1.0 release, and this is one of those proffesional touches that needs to be done to get this up to the "Official Expansion Pack" standard.
4) Replace the Mech with a more realistic LAN warrior model using Power Armor.*

1) Should be easy
2)This will take time but is doable.
3)As long as they have skin instances left on them this is also doable. Just time consuming.
4)I thought it was land warrior. Or is it actually LAN, like as in everybody wired up together. At any rate what are we looking at, a gunpowder unit or something that both the gupowder and armor upgrade to.
 
It's LAN. It'll be the exact same thing as the mech is now, upgraded from marines and nothing else, extremely costly, with a base 50 :strength: and a unique unit combat class with no counter. Basically the same thing as the mech is, just that it'll be called something different, and use a different model, so it actually fits with the realistic actual in development stuff the mod currently uses. As stated the current mech entry, and even the idea of mechs in general are a joke, so might as well use something that is currently in development and will be at least theoretically deployed sometime in the next 50 years.
 
Or is it actually LAN, like as in everybody wired up together. At any rate what are we looking at, a gunpowder unit or something that both the gupowder and armor upgrade to.
I remember it being called LAN (as in network) for a while, I think currently, it's known as "Future Force Warrior" - but while the names change every couple of months, the concept is the same (just as phungus described it).

Cheers, LT.
 
I remember it being called LAN (as in network) for a while, I think currently, it's known as "Future Force Warrior" - but while the names change every couple of months, the concept is the same (just as phungus described it).

Cheers, LT.

I guess were all right. In the article land warrior is mentioned as a part of the program as well.

Heres a cool pic of a US army power armor concept:
250px-US_Army_powered_armor.jpg

This what you had in mind when you said power armor? If I had my way Id just randomly pic a character from Metal Gear Solid 4 and make a model out of it :p. Because that would be cool.
 
Minor thing I noticed: the Scythe Chariot and normal chariot use the same button art. I don't remember if it was like this before the art rebuild.
 
For all those who use LoR Blue Marble supplement:

I have merged Chuggi's Improved Graphics 2.0 in with the Blue Marble stuff. I took what I thought was the best, most detailed textures from each and combined them. It wound up being 90% chuggi's stuff. The only thing I didnt merge in was all the simple reskins of LH's. Unless it was a great/noticeble improvement over the original.

So I have a prototype FPK for anyone that wants to check it out. All you have to do is replace the BlueMarble.FPK in the LoR assets folder with this one. Dont forget to back up the old one, perferebly stick it in a folder outside LoR for later retrieval. THe only problem Ive seen so far is that the grassland and Plains are very similar, so I may have to brighten up the grassland texture. Besides that you will notice a great deal of improvements. Like animal resources grazing in meadows now, or a single black sheep frolicking with his sheep brothers, or even mixed forests (as in forest plots can have more than just pine or just deciduous).

Prototype Improved Blue Marble

So fell free to check it out and let me know if you think it is actually an improvement over what we have now.
 
For all those who use LoR Blue Marble supplement:

I have merged Chuggi's Improved Graphics 2.0 in with the Blue Marble stuff. I took what I thought was the best, most detailed textures from each and combined them. It wound up being 90% chuggi's stuff. The only thing I didnt merge in was all the simple reskins of LH's. Unless it was a great/noticeble improvement over the original.

So I have a prototype FPK for anyone that wants to check it out. All you have to do is replace the BlueMarble.FPK in the LoR assets folder with this one. Dont forget to back up the old one, perferebly stick it in a folder outside LoR for later retrieval. THe only problem Ive seen so far is that the grassland and Plains are very similar, so I may have to brighten up the grassland texture. Besides that you will notice a great deal of improvements. Like animal resources grazing in meadows now, or a single black sheep frolicking with his sheep brothers, or even mixed forests (as in forest plots can have more than just pine or just deciduous).

Prototype Improved Blue Marble

So fell free to check it out and let me know if you think it is actually an improvement over what we have now.

If I didn't originally install Blue Marble I'm guessing my throwing it in the folder won't just automatically let it work? I'd like to give it a try, but with the download down it seems I might not be able to for this version.
 
I found the issue with the Vikings, missing art defines entry for their fighter. So I was going to post up a fix and version, since everything is taken down. But it looks like the terrain improvement art wol't display (cottages and stuff) after the ancient era in the full release mode, so basically it's LoR light, or Blue marble, no in between. Making the terrain improvements graphix be standard would be too system intensive for the standard version, and making LoR light be standard, will in effect remove ethnic unit art from the mod, which looks crappy. I tried to reinsert a African and Native American ethnic city art, and leave the rest default, which would have improved the flavor, but not be too system demanding. But the CityLSystem and PlotLSystem files are way too confusing; I simply couldn't figure out how to do this. Any ideas?
 
Any ideas?

Actually yes I have an idea or two on that, but Im heading out the door right this second. Will get back to you in 2 hrs.

And yes I agree, PlotLSystem is way too dam complicated.

@Alsark: You would get some benifit by just throwing in that FPK. With the terrain at least. Those use same names as Firaxian ones so they over ride them. You just wouldnt get the improvement art because you will not have the PlotL from the BM install. But then again if you dont install BM with the bugged 0.96, you will have that invisible cottage thing going on. Will post my PlotLSystem when I get back so you can make full use of it without going through reinstall.
 
Actually yes I have an idea or two on that, but Im heading out the door right this second. Will get back to you in 2 hrs.

And yes I agree, PlotLSystem is way too dam complicated.

@Alsark: You would get some benifit by just throwing in that FPK. With the terrain at least. Those use same names as Firaxian ones so they over ride them. You just wouldnt get the improvement art because you will not have the PlotL from the BM install. But then again if you dont install BM with the bugged 0.96, you will have that invisible cottage thing going on. Will post my PlotLSystem when I get back so you can make full use of it without going through reinstall.

Thanks! I'll wait around for the PlotL and then give that FPK file a go. Do I just stick it in the Assets folder where the Wolfshanze and Achilles FPK packs are and it'll do its thing automatically?
 
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