Dig for Victory with a real legionary!!

zenspiderz

Just some bloke..
Joined
Apr 10, 2006
Messages
1,496
Real Legionary download page

My very first unit graphic creation!! An authentic looking roman legionary that throws a pilum, thrusts a gladius and still has time to dig a road or two. Has custom effects and animations. Also it has a proper _fx version of the model and nice button you can use.

Also included are sample xml entries to help you include it into your mod. Also it has seVererth's blood effects included so if you already have that graphic effect in your mod this model will use it.

All in all a very meticulous job. :smug:

Let me know how you like it.

legionpic_mrd.jpg
 
Very nice, will likely be going into Rise and Fall of the Roman Empire.
 
Thanks for the appeaciation everyone :D. I spent a huge amount of time on it (mainly because i was learning as went along.) but it was worth it; I learnt loads and it turned out almost exactly how i wanted it.

As to what i have planned next I have lots of ideas but for now i will just say my current project is a 'real persian immortal'. I know rabbit white made something similar sometime ago but i want something a little better. Rabbit's model is properly armed with a spear and a bow but he throws the spear and ignores the bow. My immortal will use the spear as a melee weapon and actually fire the bow for ranged attacks just as the real life immortal would.

Stay tuned.
 
Very cool. It goes straight to the new version of CCV to build unsurfaced and surfaced roads. That's exactly what I needed.

Great stuff. :goodjob:
 
Aargh! My efforts to make the real immortal so far have been a complete disaster! I don't have the foggiest clue what is going wrong. It looks nice in nifskope but tested in game is a mutated horrible mess! I think i will have to try another simpler model before having another go at the immortal.
 
Checking it in NifViewer gives you an idea of what it would look like in-game; perhaps its an animation error?
 
okay i'll try it in nifviewer. It does seem to be a problem with the anims as if i load the model in game with the kfm reference empty the model is fine. At the moment tho i have started a new project - a 'real berserker' or huscarl to replace the silly firaxsis model for the vikings. I go back to the immortal after.
 
Real Legionary download page

My very first unit graphic creation!! An authentic looking roman legionary that throws a pilum, thrusts a gladius and still has time to dig a road or two. Has custom effects and animations. Also it has a proper _fx version of the model and nice button you can use.

Also included are sample xml entries to help you include it into your mod. Also it has seVererth's blood effects included so if you already have that graphic effect in your mod this model will use it.

All in all a very meticulous job. :smug:

Let me know how you like it.

legionpic_mrd.jpg

Looks pretty good! (Sorry about the glitches - hope you can work it out.) :thumbsup:
 
While working on the huscarl i have noticed something odd which might explain the problems i have had with the immortal. it seems that when importing a mesh and armature into blender, either the mesh or armature gets changed and this change is preserved when exporting back into nif.

I based the huscarl on the charlemagne heavy swordsman mesh and armature.

I noticed that if i open the heavy swordsman in nifscope the sword and shield were correctly positioned. if i then imported the model and armature into blender then the mesh had a differnt more upright posture and the arm and leg bones seemed to be divergently positioned relitave to the mesh so the sword and shield which are children of the armatre were also in the wrong position. i then exported it back into nif and viewed the model in nifskope and the wrong appearance found in blender is preserved. :confused:

Wierd thing is this didn't seem to happen when i did the legionary.
 
Whenever you import a model into Blender and export it back out again, you have to do a "Nifswap' with the original model to gain back the original structure of the unit. Take a look at Ekmek's Leaderhead tutorial. Its common practice for leaderhead making, but the principle is the same for anything imported/exported from Blender.
 
Whenever you import a model into Blender and export it back out again, you have to do a "Nifswap' with the original model to gain back the original structure of the unit. Take a look at Ekmek's Leaderhead tutorial. Its common practice for leaderhead making, but the principle is the same for anything imported/exported from Blender.

Ok i haven't seen this tutorial but i have figured out nifswapping from when i did the legionary. While i was trying to make the immortal work i also tried nifswapping and all manner of other tricks and tweaks but to no avail.

I am making progress with the huscarl tho. The mesh is still the modified heavy swordsman but the armature is now from the knightstemplar which has a handy couple of bones for deforming a cape which my huscarl mesh has.
 
I am working on a new version of my mod, and there has already been talk of making the units in it more historically accurate (i.e. a non-mounted Immortal unit, Bakuel's Jaguar Knight, this Legionairy etc.) and I was wondering if there was a chance you could make the Japanese Samurai mounted and give him both the archer attack and the sword-attack? Mechaerik has already made a mounted Samurai archer, I was hoping you could maybe add in the companion cavalry animation as well and give him multiple animations?

Just an idea.
 
I am working on a new version of my mod, and there has already been talk of making the units in it more historically accurate (i.e. a non-mounted Immortal unit, Bakuel's Jaguar Knight, this Legionairy etc.) and I was wondering if there was a chance you could make the Japanese Samurai mounted and give him both the archer attack and the sword-attack? Mechaerik has already made a mounted Samurai archer, I was hoping you could maybe add in the companion cavalry animation as well and give him multiple animations?

Just an idea.

Yeah i might do that. some japanese units are on my 'to do' list. And i want to make some boyars (russian 'knights), boyars fought from horsback and usually armed with sword and bow. so the samuri you propose would have similiar animaitons to my proposed boyar. no telling when i will do it tho. i have LOTS of units i want to make, some of them very complex and time consuming. i will keep it in mind.
 
Just to say: Boyars would be awesome.

yeah and thinking about it there are other units i would like to make that would be mounted and have archery and sword attacks and therefor could all use the same armature and anmation sets.

- turkoman horse

- turk siphi

- some kind of mongolian horse archer

- persian catapracht

- and indeed a more authentic byzantine cataphract

any others?

I can feel a pack coming on. Call it 'Eastern Knights'.
 
Sounds cool, unfortunatly I'm not working on a medieval mod right now. These would have been nice last year when I was working on one. They will likely be useful to the RFC:Euro team.
 
I have, what I hope is, a simple question. I am interested in replacing the vanilla Praetorian with this unit in my mod (and giving it the ability to construct roads and forts) but I also want to change one of the units to a "Centurion" (basically the regular Praetorian with the plume and a cape). If I added that unit to this could I give it this unit's KFM or do I have to move it over? Also would it be possible to make the "Centurion" unit in the group NOT "build" the road/fort and act as almost a supervisor? It is fine if he just stands there idle, but I guess my real question is whether or not this will screw something up in the game or cause a crash?
 
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