Empire Earth II building pack

Time has come for Pack 3! This one consists of ALL temples existing in EE2 (except "Wonders"). There are three eras for four artstyles, and non-specific early and late ones. Some are very nice, yet others aren't, but they're all included for the sake of completeness. I felt compelled to tweak the dimensions of some models, to make them closer in proportions to their real-life prototypes. As usual, 512x512 texutures are included separately. Without further ado, let me introduce some temples:

AMERICA



1) Early American temple
A nice and simple model.

2) Middle American temple
Another nice and simple model. Note that surrounding wall is a separate mesh, and therefore detachable from the pyramid.

3) Late American temple
Mexican church. I like this one too. Moderately complex model.


ASIA



1) Early Asian temple
Looks like a Shinto shrine complex to me. Unfortunately, different parts of the model aren't easily separable.

2) Middle Asian temple
A pagoda. Wall is a separate mesh, and thus can be removed easily.

3) Heaven Temple.
Very complex model! You have been warned.


EUROPE



1) Early temple
A Roman-style pantheon. Don't like this model; overly complex, textures very bleak. Meh.

2) Middle temple
Gothic cathedral. VERY complex model. Don't use this one, unless very needed.

3) Late temple.
A fancy church with a graveyard. Graveyard can't be easily separated from the model (although a determined modder could make it invisible by toying with alpha channels; since tombstones are very simple, having them invisible instead of removed won't hurt performance much).


MIDDLE EAST



1) Early Mideast temple
All three temples here, strangely enough, are represented as Wonders in vanilla Civ. These models and textures are, of course, better (and larger; although all three models are comparably simple for EE2) than those that came with Civ. This one is definitely the Spiral Minaret. Wall and towers at the base are separable (although there'll be some leftover wall left, it should normally be below ground level).

2) Middle Mideast temple
Great Shrine for Islam. Told ya! (base can't be separated from the structure itself).

3) Late Mideast temple
Hagia Sophia after conversion to a mosque.


OTHER



1) "Primitive temple"
Were it not listed as a temple by the game, I would never have guessed. :D

2) "Futuristic temple"
A nice and simple model of a futuristic building. Don't see anything that would make it particulary temple-like, though.
 
I wouldn't really call the Hagia Sofia "Middle-Eastern," whether it is used by Islamic patrons or not. Its in Istanbul, that's not really the Middle-East.
 
I wouldn't really call the Hagia Sofia "Middle-Eastern," whether it is used by Islamic patrons or not. Its in Istanbul, that's not really the Middle-East.

Hey, it's not me who invented it. EE2 has 4 culture groups, and the one it's used for is called "Middle-Eastern". And yes, they did put the Turks into it. :rolleyes:
 
The future temple isn't working for me, it's just invisible, it doesn't show up at all. Anyone else having this problem?
 
The future temple isn't working for me, it's just invisible, it doesn't show up at all. Anyone else having this problem?

Oh, shame on me, that's what I get for not testing every single one of them in-game. :( This also affected a couple of other buildings. Fixed pack has been uploaded; redownload for working Future Temple and other stuff.

On a brighter side, remaking those buildings allowed me to do significant optimizations to almost all the models out there; basically, everyone would do better redownloading the fixed stuff, as "weight loss" (and thus performance gain) of models can be up to 50%!

I also redid the second pack (modern/future buildings), and I strongly recommend everyone interested to redownload it, as optimizations there are even greater. For your convenience and to avoid mixup, reuploaded packs have the word "fixed" in their names.

I will probably redo pack 1 too, if such a need arises, but it was more intended as a demonstration; anyway, if YOU are using pack 1 buildings, contact me, and I'll redo the pack.

I am trying to put in the late european temple, but I wanted to ask what the scale should be?

Well, it is my experience that EE2 models are about twice as large as Civ ones. So I guess halving the scale from default would be a nice start; then finetune at your leisure.
 
Meso ones are unique enough compared to Civ4 existing graphics.
The last Asian one looks like it is the Temple of Heaven, from Total Realism. But if the textures aren't so sharp as that one then it is of course better for use.
The Middle East temples look all similar to existing wonder art in civ4.
And the rest is pretty unique.

Overall, a whooping 8/10 on this pack. ;)
 
All right, it turned out that there are twice more forts in game than temples, 6 per culture. Therefore, I only did a half of them, and thus I'm presenting you today European and Mesoamerican forts. For Middle and Far Eastern ones, stay tuned for Part 2.

At a glance, forts have relatively complex models, but also nice ones at that. As usual, 512x512 textures are included separately.



EUROPEAN FORTS

1) A wooden structure, fit for early age. Very complex model, uses 3 textures. Generally, I'd say not worth it.

2) Castle number one. Relatively simple model, nice textures.

3) Castle number two. A bit more complex model, but still in mid-range; some details are easily removed from the model. Nice.

4) Castle number three. Very complex model. The top half can easily be removed (although the result looks pretty strange).

5) A Renaissance-era fort. A very nice model. If something spoils it, it's the cannons - they account for almost half the model's polys, up to the point that I'm providing a separate cannon-free nif (but I have to admit it looks much nicer with cannons).

6) Modern (?) fort. This one is flawed; for some reason the cannons here are not textured. You can remove them, but then the turrets will look stupid. Which is a pity, because model is nice overall.

MESOAMERICAN FORTS



1) This one is, for some reason, shared with Mideastern culture. A moderately complex model, and one visually more fitting Middle East than Mesoamerica.

2) A nice model with two sacrificial altars included for added user pleasure.

3) A good-looking and relatively simple model.

4) The simplest model of them all, almost on par with vanilla Civ.

5) A strange hybrid of Aztec architecture and Alamo. The same cannon stuff as with Euro fort. No-cannon model included, and actually looks a tad better than Euro fort does without cannons.

6) This one looks more like a heavily armed prison to me.
 
These are great buildings. I'd love to submit requests, but I can't find a list of buildings from EE2 -- do you know if such a list exists anywhere? I'm particularly interested in Middle Ages type buildings.
 
These are great buildings. I'd love to submit requests, but I can't find a list of buildings from EE2 -- do you know if such a list exists anywhere? I'm particularly interested in Middle Ages type buildings.

I've searched a bit for such a list, but I didn't find it (the only stuff I found is Wonders, but they are too high-poly to convert). It would be helpful even for myself, since previewing stuff I'm going to convert takes quite a bit of work by itself.

I'll keep "medieval" stuff in mind, but currently I'm set to go building-by-building, doing all cultures and eras for a certain building and then moving to another.
 
There's a list of buildings in the manual, unless if you mean a list of every building upgrade, which I think should be in the game's in-built pedia. The list of buildings, minus the upgrades I can't remember, are here:
Air defense (AA, ground to air missles, and a laser weapon)
Airport (WW airport, then either modern or future airport (i forget which))
Barracks
Bridge (wooden bridge, stone bridge, modern bridge)
City center
Coastal Defence (forget first, catapault, cannon, forget, ground-to-sea missle)
Dock
Farm
Fortress
Hanger
HERC Manufacturing Facility (Futuristic Factory)
House
Market
Workshop (later upgrades to factory)
Outpost (tower of any sort)
Palisade (wooden sticks, palisade, barbed wire, electric fense)
road (dirt, stone, paved)
Stable (later upgrades to manufacturing plant)
Temple
University
Wall (stone, brick, medieval concrete, laser)
Warehouse
Missle Silo
 
The long due part 2 of fort pack this way comes! Grab your Far and Middle Eastern forts!

As I mentioned earlier, first era of these cultures is shared with the ones already done, but, to compensate, this pack also includes later "futuristic" fort, shared by all cultures and not converted before. Without further ado, here they are:



FAREASTERN FORTS

1) Not shown here and included in the previous pack for Europe.

2) The first one on the picture. A complex and pretty uninteresting model, with slight Asian flavor.

3) A very complex and crammed model.

4) Yep, that's Himeji castle. Relatively complex (but Japanese architecture merits a high polycount)

5) Cannons are easily separable from this one, central building is too - in fact, I recommend using it without the central building, as its model is somewhat bugged; I included a model with central building deleted.

6) By far, the neatest of "modern forts". At least this one doesn't look like a prison that much. Model more complex than its counterparts in the first pack though, presumably due to use of cylindrical structures instead of rectangular.



MIDEASTERN FORTS

1) Not shown here and included for America in the previous pack.

2) The first one on the picture. Unreasonably high polycount; not recommend using this one.

3) On the contrary, this one is very cool. Simple model, crisp textures. What's more, central tower is easily separated and can be used on its own (I suppose walls can be used separately too, but these won't form a complete circle if you remove the tower).

4) This one is also very nice, with a simple model - but from its architecture I'd rather make it a mosque than a fort. Nevertheless, the model is yours to use as you see fit.

5) Cannons and central structure can be separated from this one too. Central structure can even be used separately in theory, but it lacks the back wall.

6) Another modern fort, quite similar to Fareastern one (and also higher poly than the other two).

7) Future fort. To my taste, it's very sub-par; bleak texture, missing guns (there were none incorporated into model). I guess in EE2, it was supposed to be lit up and equipped with lasers and missiles and stuff, but all those effects are obviously lost. On the brighter side, the remaining model is very lightweight (and central structures can even be removed, although the resulting empty concrete walls look even more derelict).
 
I thought I was being painfully slow here. :D

Actually, I'm very much improving my conversion performance with each pack, so it takes me fewer and fewer time to convert stuff, and the results are generally getting better (EE2 models carry a lot of unneded information that needs to be weeded out). So, the supply here might start outperforming the demand. :p

I'm thinking of doing some workshops/mills and warehouses next. These buildings aren't culture-specific, and they have relatively simple models, useful for Civ (generally about half the polycount to that of forts).
 
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