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FV 432 APC

MatteM's unit modeling and retexturing workshop 2018-11-05

Very curious about the Pre-Dreadnaught era, any previews MatteM?

I have added a lot to my mod but making complete previews are really time consuming unfortunately, here are some protected cruisers from my mod though:

protected cruisers.jpg
 
Pretty cool era. Just look at how fast things changed from 1800s to 20th century and from then to now compared to previous eras overall its incredible.

Yes it is a fun era of naval warfare, and I like playing World of Warships and other games, later in the missile era the rules are all different :)
 
Have you considered doing the French predreadnaughts? Those things are cute.
 
Have you considered doing the French predreadnaughts? Those things are cute.

You mean like the Turenne, well I guess it comes down to the definition of cute, but yeah sort of :D, I think it is a world of warships interpretation of the Danton-class which I believe were pre- dreadnoughts.

turenne.jpg
 
The Danton were an odd one... well several. Like, for a start no two were the same. Than you have the fact that they are the absolute pinnacle of predreadnaught design... launched after the dreadnaught was already in service. Like, youi can't make that up.
Also, nice model.
 
The Danton were an odd one... well several. Like, for a start no two were the same. Than you have the fact that they are the absolute pinnacle of predreadnaught design... launched after the dreadnaught was already in service. Like, youi can't make that up.
Also, nice model.

Haha yes, the main guns are single caliber but it has that typiclal pre-dreadnought mid structure with like 20 secondary guns sticking out. I might release it later today, not sure about the use of it in my mod since
there is a Republique Class pre-dreadnought released that is pretty good, this is somewhere between the Republique and Courbet
 
And the .nif is a mere 260 something kb :D it could probably be lowered further but given how much time and pain that takes and the low reduction in kb-size it achieves I don't think I will bother. My mod is a base for making scenarios, I don't think it is playable from 4000 b.c to 2000 a.d, with something like 5 000 unque units lol. I hardly ever play the game but from reports from other users I understand that the game has trouble handling huge mods.
 
One thing to consider with unit diversity and modern units is that there is a significant overlap between nations that used to be colonies and nations that newer had warship or aircraft design. So like if you are making the new VD it might be vise to use alternative units from the former colonial masters roster for them. As in French ships for former French colonies, but not the same French ships. So like say a Danton for a battleship for nations like Morocco or Vietnam.
 
One thing to consider with unit diversity and modern units is that there is a significant overlap between nations that used to be colonies and nations that newer had warship or aircraft design. So like if you are making the new VD it might be vise to use alternative units from the former colonial masters roster for them. As in French ships for former French colonies, but not the same French ships. So like say a Danton for a battleship for nations like Morocco or Vietnam.

That is something I am considering for regular playthroughs other than specific scenarios :) for example British and French colonies could have "Dominions" or "colonial" - versions of the same ship, rather than having a different Tribal class for Canada, India and so on..
 
I have been quite busy last few weeks putting together the Italian ship-tree WW1-Interwar-WW2. I present the Regia Marina as it is now in my mod. Top row battleships, 2nd row armoured cruiser, battlescruiser, and 2 heavy cruisers, 3rd row one scout cruiser and 3 light cruisers, bottom row destroyers. They are presented in their upgrade lines. I really like how they turned out, spent probably more than 100 hours on them :)

RegiaMarina.jpg
 
That is something I am considering for regular playthroughs other than specific scenarios :) for example British and French colonies could have "Dominions" or "colonial" - versions of the same ship, rather than having a different Tribal class for Canada, India and so on..
I have a version of RFC on my hard drive where I tried to integrate it with VD back in the day. And there I took the approach I described. Like, I'd say take the regular VD which has the Mig-29 as the Russian fighter jet and than hand out stuff like the Mig-25 or 17 or what ever was in there to places like Egypt. But that was ages ago and I abandoned it for lack of caring about RFC half way down the line before making the switch to fantasy units. Like, it's really cool to just sprinkle variety for the sake of it in.

If you ever get bored of making units though you should try animation sets. Like, I am just scratching the surface of what can be done there. Right now I am working on figuring out a way to combine the [redacted] animation set with the [redacted] one to make a [really cool unit I don't want to spoil] for RiFE. But getting the turrets to move whilst up side down is proving interesting.
 
I have a version of RFC on my hard drive where I tried to integrate it with VD back in the day. And there I took the approach I described. Like, I'd say take the regular VD which has the Mig-29 as the Russian fighter jet and than hand out stuff like the Mig-25 or 17 or what ever was in there to places like Egypt. But that was ages ago and I abandoned it for lack of caring about RFC half way down the line before making the switch to fantasy units. Like, it's really cool to just sprinkle variety for the sake of it in.

If you ever get bored of making units though you should try animation sets. Like, I am just scratching the surface of what can be done there. Right now I am working on figuring out a way to combine the [redacted] animation set with the [redacted] one to make a [really cool unit I don't want to spoil] for RiFE. But getting the turrets to move whilst up side down is proving interesting.

Interesting, I haven´t really explored the animation part, just changing the position on nodes would be a good thing though, but that could perhaps be done just altering the .kfm or .kf:s? The thing is I downloaded the script for 3ds Max and it didn´t work
on any version of Max after like 2009. Do you use Blender? Making new effects would be even more awesome. For example the B-36 I made would really need a third pair of props, but just copying NiNodes doesn´t do anything since I am assuming the KFM locks the positions of those, however I am a noob when it comes to all that.
 
I use 3D studio max 2014 and everything works fine. Well sort of. I have to manually import and export individual animations and assemble KFM files using notepad. But like it works. Just look at the grenade throwing horseman I made the other day.
 
That was a great unit Purple. I've been thinking of spliting up the cavalry lines into ranged and melee, thinking of how your unit would fit in there.

Great looking units MatteM in that last post. Some of the ships on the bottom look abit like ships from the Ironclad era.
 
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