[BtS] Hungary mod for Varietas Delectat

Okay, here you are! My improvements were correcting some graphical glitches and shading work and lights. Sometimes I also use differrent backgrounds then the creators of the LHs did. The backgrounds haven't changed since the last version of my mod, so you can already have a preview at the first post of my thread. The only background I am not so satisfied with, is Árpáds. I thought of using some steppe with jurts as this was the live-style of the Hungarians at the time of the conquest. Unfortunately I was unable to find really good pictures. I mean it would be good if the environment on the pictures are similar to Hungarys, but lot of the pictures showed mountains in the background. The picture should also be okay with rights.

Yesterday I sent my Kossuth to Ekmek. I enrounded the eyes a bit, but the eyes behave a bit strange now. He told me he is a bit busy at the moment, but he'll take a look. Therefor the Kossuth I send you is maybe not the last version. Another problem is, that the head of Kossuth is not shadered. I've already done that, but it looked glossy. I took a look at Pericles on whom Kossuth is based on and he is also glossy. I guess that is meant to be sweat. I played with the shader files (4 different dds), but was unable to fix that. I hope Ekmek has an idea for this problem as well.
There is also an outstanding request I made for Szent István. Methy told me that he takes it, but he hasn't wrote anything on civfanatics since some weeks.
Well, besides of the mentioned stuff the leaderheads are finished and should work now.

There is still a Nagy LH, but it is unfinished and buggy. I stopped work on it, because the poll doesn't support him at the moment. Even if I'll ever use him, I am not satisfied with him... I'd need to request help, also for solving those bugs. However, since it is unfinished I haven't uploaded it now.

I also send you my GameText file. There should be all diplomacy texts of the leaders we made together with Kabcsi so far.

The buttons could need some work again, but since it is possible that the leaderheads change again, I don't want Kabcsi wasting time with that now (he did the buttons last time and did a superb job). He is currently busy anyways.

Hmmm... looks like I am talking too much... :D

Kossuth: download
 
I modified Széchenyi a bit:
 

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  • Szechenyi.jpg
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Not bad. I'd like to give that a go. Would you please upload it?
 
Thank you, avain. I've loaded it. Maybe I'll come back to the honvéd texture later. You said it's not finished yet, I guess I'll try my luck when it is.
 
Nice. One day I have to come back to the settler topic...
 
Very beautiful! Unfortunately from now on I'll have less time for civ4 as I have to go to university again. Especially the next two weeks will be stressful. I think I'll have to take some time next weekend for new stuff. Also, I have recognized that there is a hole in your new version of Széchenyi at the left shoulder (left from Széchenyis perspective). I am quite sure I could fix that and I will once I have time. I guess I'll also try to seperate the torse from the head. This way I could assign a different texture to the torso without affecting the head. I don't plan to change the texture itself, but I thought about adding different shader files. This could improve the quality. But I don't want to change the shader files for the face. This is why I need to seperate the head from the torso. Theoretically it should also be possible to get the crosses glossy like metallic objects should be. This would need some work on the dds (basically glossy parts need to be light while non-glossy [clothes] should be dark - there are two such black/white file, I'd have to find out which is the one we need, but I think it is the environment mask file). Interested?

Also, have a nice 15th of march!
 
Very beautiful! Unfortunately from now on I'll have less time for civ4 as I have to go to university again. Especially the next two weeks will be stressful. I think I'll have to take some time next weekend for new stuff. Also, I have recognized that there is a hole in your new version of Széchenyi at the left shoulder (left from Széchenyis perspective). I am quite sure I could fix that and I will once I have time. I guess I'll also try to seperate the torse from the head. This way I could assign a different texture to the torso without affecting the head. I don't plan to change the texture itself, but I thought about adding different shader files. This could improve the quality. But I don't want to change the shader files for the face. This is why I need to seperate the head from the torso. Theoretically it should also be possible to get the crosses glossy like metallic objects should be. This would need some work on the dds (basically glossy parts need to be light while non-glossy [clothes] should be dark - there are two such black/white file, I'd have to find out which is the one we need, but I think it is the environment mask file). Interested?

Also, have a nice 15th of march!

Well of course I'm interested!

And have a nice 15th of March, too!
 
Well of course I'm interested!
Just to clearify things: I thought you'd be interested in the results, but what I asked for was if you are interested in helping me with that shader dds file... I guess it would be something like making the texture a greyscale picture, then select the parts for the metallic objects, make them lighter, invert the selection and make everything else darker. For me it sounds like it would be a perfect job for you... ;) I'd take all other work.
 
Just to clearify things: I thought you'd be interested in the results, but what I asked for was if you are interested in helping me with that shader dds file... I guess it would be something like making the texture a greyscale picture, then select the parts for the metallic objects, make them lighter, invert the selection and make everything else darker. For me it sounds like it would be a perfect job for you... ;) I'd take all other work.

Yep, I can do that.

BTW, here's my shiny new Hungarian Knight!
 

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Very well done! As I already said I don't believe I can do anything civ-related during the week. Maybe you can upload the new knight at the end of this week? Maybe till then you may have done other good work so you can upload it at once?
 
Looks good! I'll have a lot of textures I can choose of.

but I'm nowhere near pros like Bakuel, so I'm doing it if I must
That maybe true if it is about modelling, but your capabilities of texturing have really improved!
 
I've started my work on Széchenyi. I've separated the parts, but it isn't too perfect yet. Consider it as first version. At least I have shortened the parts on the shoulder. They are disturbing, because sometimes the furs don't cover them completely.
In the rar you find 3 files. One is the shadered version of the leaderhead. I only loaded it up so you can have a preview later without overwriting something. It uses the two other files, besides of the other files of the Széchenyi LH. The two other files are the new shader files. Don't care for the *nrml* file, you don't need to change it. The *env_mask2* file is the one you'd need to change. Currently it is the same as the napoleon_nonshader.file. Apply the procedure I mentioned before. I also think we'll need a different *env* file. That file seems to control the colour of the reflected light. Currently it is in silver, but all the metallic objects in our case that should be glossy, are golden. I think there already exist such files for other leaderheads. I'll take that, I just tell you that so you don't wonder. The only file I don't know exactly what it does is the *spec* file. If we don't get it glossy with the *env_mask2* file, I'll ask for informations about that file.

So, if you still want to do the glossy job you can now start it. Later on I'll combine all files and send you the finished LH.
 
Hey avain. Could you please upload your new settlers (or, if there are no other changes, at least the female settler - I have a previous version of your mod) and the knight? It would be neat if you could tell me which animation the female settler uses. I think it would be the best if you post the xml entries for the female. Thanks in advance!
BTW: I'm not yet familiar with adding settlers. I've seen that in the UnitArtStyletypeInfos there is an entry for each modell (female, male, old man, cattle, child etc.), just like:
<StyleUnit>
<UnitType>UNIT_SETTLER</UnitType>
<UnitMeshGroup>
<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_MALE_HUNGARIAN</EarlyArtDefineTag>
<LateArtDefineTag>ART_DEF_UNIT_SETTLER_MODERN</LateArtDefineTag>
<MiddleArtDefineTag>ART_DEF_UNIT_SETTLER_HORSEMAN_HUNGARIAN</MiddleArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_CHILD_ASIAN</EarlyArtDefineTag>
<LateArtDefineTag>ART_DEF_UNIT_SETTLER_MODERN</LateArtDefineTag>
<MiddleArtDefineTag>ART_DEF_UNIT_SETTLER_GREY_CATTLE_HUNGARIAN</MiddleArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_FEMALE_EUROPEAN</EarlyArtDefineTag>
<LateArtDefineTag>ART_DEF_UNIT_SETTLER_MODERN_CHILD</LateArtDefineTag>
<MiddleArtDefineTag>ART_DEF_UNIT_SETTLER_FEMALE_GERMANIC</MiddleArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_FEMALE_GERMANIC</EarlyArtDefineTag>
<LateArtDefineTag>ART_DEF_UNIT_SETTLER_MODERN_FEMALE</LateArtDefineTag>
<MiddleArtDefineTag>ART_DEF_UNIT_SETTLER_FEMALE_EUROPEAN</MiddleArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_WITH_HORSE_HUNGARIAN</EarlyArtDefineTag>
<LateArtDefineTag>ART_DEF_UNIT_DOG</LateArtDefineTag>
<MiddleArtDefineTag>ART_DEF_UNIT_SETTLER_OLD_HUNGARIAN</MiddleArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_CHILD_EUROPEAN</EarlyArtDefineTag>
<LateArtDefineTag>ART_DEF_UNIT_SETTLER_MODERN_FEMALE</LateArtDefineTag>
<MiddleArtDefineTag>ART_DEF_UNIT_SETTLER_CHILD_ASIAN</MiddleArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_GREY_CATTLE_HUNGARIAN</EarlyArtDefineTag>
<LateArtDefineTag>ART_DEF_UNIT_SETTLER_MODERN_CHILD</LateArtDefineTag>
<MiddleArtDefineTag>ART_DEF_UNIT_SETTLER_GREY_COW_HUNGARIAN</MiddleArtDefineTag>
</UnitMeshGroup>
</StyleUnit>
(I borrowed the entry from your file.)
Does the order of the artdefines touch the position of the settlers? I mean, if the female settler is at the first position, does it have a different position then if it would have if wold be at the second position in the list? What else defines the position of the settlers inside the square?

Now I'll add Zervers settler and the carrier. After that I'll continue the work on the Széchenyi LH. Your file seems to be okay, theoritically, but I haven't tried it yet. We'll see.

BTW: Heard the good news about Gyurcsány. Hope it's not only for show...


UPDATE:
3376397835_cdba4f04cd_o.jpg

I made a clean separation of the head and the torso and added your file. As you see it worked. Thanks, avain, for your help! I am also using the gold_env that came with the Széchenyi LH anyways. At the moment it looks a bit like sheet metal... I think some work on the spec file. I'll ask for further informations about that file tomorrow. Still have to find the right place for that question. If you have a layered version of your changes, keep it. It may be necessary to darken those metal parts a bit, because the spec file will increase the light again and then it'll be too light. Besides of this I'll still have to close the gap between the fur and the torso.
 
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