teaser for FfH II version 0.16

Grey Fox said:
Great ogre. I love that blood during the attack animation.

have to dissapoint you, as long as i cant modify kfm files, blood will have to stay on screenshots (i simply had to photoshop it in after i were so lucky in shooting him in such a great pose).
Furthermore Kael decided he wants Ogre to have a much dumber and brutal look and he will keep the DoW Head....
So this one gets in (in a downscaled way) as the orcish Maceman ;)
 
Kael said:
In most resolutions the icons are all sharp. I didnt know for a long time that anyone had blurred buttons until I saw some screenshots other people posted. Hopefully it will be fixed soon.


Oh goodie. Soon, hopefully, I'll be able to fully appreciate the artworks you guys have compiled.
BTW :goodjob:
 
Kael said:
In most resolutions the icons are all sharp. I didnt know for a long time that anyone had blurred buttons until I saw some screenshots other people posted. Hopefully it will be fixed soon.

Moving from 1024x768 to 1440x900 made me realize that I'd never actually understood what the icons were.
 
Is the Regiments mod going to be implmented in FfH if possible? Personally I find this idea very drool intisive.
-Qes
 
QES said:
Is the Regiments mod going to be implmented in FfH if possible? Personally I find this idea very drool intisive.
-Qes

No plans for it. There is a considerable processor cost to having all of those units in. Because we are dealing with a finite resource (CPU) we must limit either on the amount of units, or the amount of textures on each unit. Because I LOVE the big fancy units I would rather have fewer/more impressive units, then more/less impressive ones.

Think of it this way, if I take a unit 1000 polygons and I have 10 of them in a mesh thats 10,000 polygons. Or if I have a unit with 3000 polygons and I have 3 of them in a mesh thats almost the same amount of polygons.

Also I have worked on some CTD's for WHFB. And its not their fault, but the Civ4 graphics engine is a dog and it doesn't handle high amounts of units very well.

Anyway, thats what Im thinking right now unless I get new info.
 
Kael said:
No plans for it. There is a considerable processor cost to having all of those units in. Because we are dealing with a finite resource (CPU) we must limit either on the amount of units, or the amount of textures on each unit. Because I LOVE the big fancy units I would rather have fewer/more impressive units, then more/less impressive ones.

Think of it this way, if I take a unit 1000 polygons and I have 10 of them in a mesh thats 10,000 polygons. Or if I have a unit with 3000 polygons and I have 3 of them in a mesh thats almost the same amount of polygons.

Also I have worked on some CTD's for WHFB. And its not their fault, but the Civ4 graphics engine is a dog and it doesn't handle high amounts of units very well.

Anyway, thats what Im thinking right now unless I get new info.


But, but, I want to have my cake AND EAT IT too!

I understand. <lowers head in pout and slowly drifts away>
-Qes
 
regiments would be very cool, but i think its not that necessary for FfH as it is for WHFB... and QES, believe me you wouldnt want to be the guy to add all those units into the formation info (i did that for whfb and it was hell of a work)

so, now to more important things ;) i`ve added the screen for the whole bunch of new orc graphics into the first post for your eyepleasure
 
seZereth said:
regiments would be very cool, but i think its not that necessary for FfH as it is for WHFB... and QES, believe me you wouldnt want to be the guy to add all those units into the formation info (i did that for whfb and it was hell of a work)

so, now to more important things ;) i`ve added the screen for the whole bunch of new orc graphics into the first post for your eyepleasure

Oh I never said i wasnt lazy. Work = badness.
I LOVE what you've done so far, it all looks so very tasty.
-Qes
 
Hey are there currently any units with sheilds? For that matter, are sheilds possible to put on? Maybe for order/dwarven units? I mean, the animation might look like a sheild bash, so it'd be ok right?
Just wondering, might look cool.
-Qes

P.s. Clearly ORcs wouldnt be sheild barers.
 
QES said:
Hey are there currently any units with sheilds? For that matter, are sheilds possible to put on? Maybe for order/dwarven units? I mean, the animation might look like a sheild bash, so it'd be ok right?
Just wondering, might look cool.
-Qes

P.s. Clearly ORcs wouldnt be sheild barers.

Yeah, I think its fair to say there are some very cool units with shields.
 
seZereth said:
regiments would be very cool, but i think its not that necessary for FfH as it is for WHFB... and QES, believe me you wouldnt want to be the guy to add all those units into the formation info (i did that for whfb and it was hell of a work)
Well not quite ALL yet...come back and finish your job!:p

@Kael
btw the ctds by formations SEEM to be resolved with the warlordsengine even without a workaround but testing isn't far enough yet to be 100% sure.

This Frostgiant I will definitly borrow and this evil knight looks very WH-like as well, hope you don't mind:)
 
Ploeperpengel said:
Well not quite ALL yet...come back and finish your job!:p

@Kael
btw the ctds by formations SEEM to be resolved with the warlordsengine even without a workaround but testing isn't far enough yet to be 100% sure.

This Frostgiant I will definitly borrow and this evil knight looks very WH-like as well, hope you don't mind:)

Thats up to SeZ not me (and seeing as how he is on the WHFB team I doubt he will mind :D ).

That is definitly good news on the formations.

Im going to write a how to on speeding up load times (basically with the info I pm'ed you about). If I do I was thinking about including your recommendations on dds formats, alpha channels, mip maps and the impact on performance/memory/mod size. Would you mind if I included your data (properly credited to you of course).
 
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