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asadexes 02-07-2008 12:08 PM

RPG mod
 
i'm releasing an RPG mod using the "big scale" model of the units.
The result will be something like "Warhammer quest" or "Advanced Heroquest".
I'm searching someone who is able to make 3d models of walls and objects for dungeons.

Devean 02-07-2008 12:46 PM

Quote:

Originally Posted by asadexes (Post 35546)
i'm releasing an RPG mod using the "big scale" model of the units. The result will be something like "Warhammer quest" or "Advanced Heroquest".

Hey, that's a splendid idea! You mean that every unit will be a hero or a single monster and the quests will be more "pen and paper RPG"-like?

asadexes 02-07-2008 12:48 PM

Yes,
I,m using the map editor and my modified models of the game objects for exteriors, but i need also walls and objects to make dungeons!

Ogre 02-07-2008 01:25 PM

How are you getting models into the game? Could you please share that info. I'll take a look at my available time and see what I could help with. Do you have a formal list it items you need modeled?

Skelos 02-07-2008 01:27 PM

If you will need to export some models to the game, you can just send it to me and I'll do the export.

asadexes 02-07-2008 02:59 PM

here's the perfect mod team:grin:


I think we need some terrain tiles representing corridors and rooms of a dungeon,
later we'll need objects like treasure chests and specials to put into those dungeons.
I'm thinking about the scale of this, if is better to use the scale of the far view, the one of the near view, or my personal scale used in my mod ( asadex's realism Mod 2.0 ).

i'll prepare the xml support for the new models



As in the GW games i want to make FW a useful engine to make wargames and RPG games on the PC.
In fact with the miniatures of GW games you can play Strategy Games like WarhammerFantasyBattles as RPG games like
HeroQuest or WarhammerQuest, with very similar rules.
The same will be for FW on the PC.


I'm also hoping in a lobby online for multiplayer games 'cause with the actual IP mode is really impossible to find someone to play.

Ogre 02-07-2008 03:17 PM

What format do the models need to be in to be imported into the game?

Off the top of my head I can save as a native maya file and export to OBJ and DirectX format.

asadexes 02-07-2008 09:05 PM

That's an easy RPG made only for example

http://files.filefront.com/RPG+rar/;.../fileinfo.html

- go to the village
- accept the quest
- complete the quest
- go back to the village

Get a gold victory

Daystar 02-08-2008 01:23 AM

I do a bit of modeling, I can save in .3ds, .wrl, and others.

Skelos 02-08-2008 09:26 AM

Any format, 3d Studio Max can read will be ok.

Maluzu 02-11-2008 03:49 AM

I will be watching and waiting for updates guys, you all rock.... I hope you are able to produce some nice stuff!

<CHEERS>

I am willing to play test!

bigmit37 02-11-2008 04:52 AM

Quote:

Originally Posted by asadexes (Post 35560)
here's the perfect mod team:grin:






As in the GW games i want to make FW a useful engine to make wargames and RPG games on the PC.
In fact with the miniatures of GW games you can play Strategy Games like WarhammerFantasyBattles as RPG games like
HeroQuest or WarhammerQuest, with very similar rules.
The same will be for FW on the PC.


I'm also hoping in a lobby online for multiplayer games 'cause with the actual IP mode is really impossible to find someone to play.

What does GW stand for?

Devean 02-11-2008 10:03 AM

Quote:

Originally Posted by bigmit37 (Post 35810)
What does GW stand for?

I believe he means Games Workshop.

Ogre 02-12-2008 02:43 PM

1 Attachment(s)
Quote:

Originally Posted by asadexes (Post 35560)
I'm thinking about the scale of this, if is better to use the scale of the far view, the one of the near view, or my personal scale used in my mod ( asadex's realism Mod 2.0 ).


Just trying to rough out some tiles. A pain given they need to meet a hexagon grid. What scale are you shooting for? I need to know to scale the walls and other items.

I also need any other information to help get the models imported correctly. Should I do normal maps for the textures, should I export them centered, what poly count should I be shooting for, etc?

This would be much easier if I was able to import them myself and do some tests before I send them out and find out they are all wrong.

asadexes 02-12-2008 02:51 PM

Looking at the door you made in your (fantastic) preview it looks like is the same scale i used for my mod.
So i think is better to use the "realism mod 2.0." scale

This could have some pro:
1) bigger maps-bigger adventures-bigger fun
2) each hero can also hire mercenaries troops and use them for some quests
3) Each scenario is easyer to made, cause we can use, for exterior, the map editor and the map models of the game.

But this could have some "contro"
1) When one hero join the "party", graphically the two heroes will be a little bit distant, in fact each one occupy only one exagon.
2) for the player is easyer to manage bigger models in dungeons scenarios
3)each single tile must to rapresent a corridor or a room part, with the realistic mod 2.0 scale we will have very very big cooridors, perhaps too much big.
with the far view ( big scale) we could have too slim corridors
with the default small scale ( near view) we could have the perfect compromise

but this is a valutiation we must to do looking the models in to the tiles

About importing you've to ask to Skelos
P.S.
the models scale is easy to modify by xml files
so don't worry too much about


P.P.S.
I think that is better to think at the tiles of the dungeons as what we have seen in games like dungeon keeper II
as this
http://www-tech.mit.edu/V117/N53/dungeonkeeper.53.gif

or Better this
http://www.strategy-gaming.com/galle...per_2/imps.jpg

where corridors and rooms looks like dug in the rock

Ogre 02-12-2008 04:15 PM

Good idea. What I will do is make each tile a complete hexagon and extrude the required walls to make the tiles we need.

@ Skelos: Any way I can import the objects myself? I have a feeling it would be simpler on all if that were possible.

Ogre 02-12-2008 05:00 PM

1 Attachment(s)
Quote:

Originally Posted by asadexes (Post 35938)
where corridors and rooms looks like dug in the rock

How's this? Much easier to do this way also. They need proper UV mapping, etc but gives you an idea.

asadexes 02-12-2008 05:15 PM

:shock:
That's really what i mean as cool
:shock:
Very nice work!

P.S.
I'm a good Photoshopper, so, for textures, i'm ready to work
now i'm thinking about dungeons skyboxes and i'm trying to do someting

Ogre 02-12-2008 06:08 PM

hmmm.....dungeon skybox. The only thing that seems suitable to me is darkness as in the dungeon images you posted. External Skyboxes aren't an issue. Fopr that I use terragen2.

asadexes 02-12-2008 06:39 PM

here's a
1st try of a 2 mins. work for undead skin for the dungeons
http://i229.photobucket.com/albums/e...adex/skull.jpg

Devean 02-12-2008 07:42 PM

I really like how's the work progressing :) Keep up the good work, guys!

asadexes 02-12-2008 10:08 PM

Here my new Squad;)

left their harley
here come the skull Sqad
lol

http://i229.photobucket.com/albums/e...Untitled-1.jpg

Magog 02-12-2008 10:31 PM

lol, awesome! :grin:

bigmit37 02-13-2008 11:32 AM

:grin::grin:

Cool stuff.

asadexes 02-13-2008 03:23 PM

Now we need Skelos to import models in the game format

Skelos 02-13-2008 06:20 PM

Ok. Give me that models.

Ogre 02-13-2008 06:40 PM

1 Attachment(s)
Working on the dungeon tiles and ornaments. Here a quick test layout I did in Maya. I did tyhe layout quickly by hand so excuse the crude snapping together of tiles.

asadexes 02-13-2008 06:50 PM

wonderful,
i suggest to render a bit darker the part of "rock" on top,
or grey as the walls ( with the same "block" texture )

P.S.:shock::shock::shock::shock::shock::shock::sho ck::shock::shock:

asadexes 02-13-2008 06:53 PM

now we need objects, as altars treasure chests and similiar, that can collide correctly with tose tiles
and, with the help of skelos, insert all in the game editor.

In this time i'm translating in "tasks" code 2 adventures of advanced heroquest as test game

Ogre 02-14-2008 06:37 PM

2 Attachment(s)
Here a few WIP shots of dungeon decorations. More to come. When I have time I will neaten things up and send them to Skelos.

asadexes 02-14-2008 08:57 PM

Great
Now is time to insert in game, put the folders online with Filefront and post the link or ask to skelos for his mail
p.s.
send me .dds textures

Ogre 02-19-2008 01:50 PM

Still waiting on Skelos to get back to me. Sent him a PM early last week but no response yet.

Sure would be easier if we could import things ourselves...............

asadexes 02-19-2008 03:25 PM

Sure

Ogre 02-20-2008 07:22 PM

1 Attachment(s)
Here is a quick screen shot of the new textures applied to the models. A larger version is at http://mysite.verizon.net/cwstein/untitled.JPG

Alex Mars 02-21-2008 06:49 AM

nice work. I'm looking forward to using the finished version for some maps.

Ogre 02-21-2008 06:22 PM

1 Attachment(s)
Latest test shot with the new floor and wall textures.

asadexes 02-29-2008 11:58 AM

Great preview;)

Skelos 03-04-2008 04:54 AM

Ok. I'm back and ready to help in import!

asadexes 03-17-2008 06:48 PM

Models Arrived?:confused:

Ogre 03-18-2008 01:25 PM

Skelos said he had them and would get to them by March-11. Haven't heard anything.

Ogre 03-19-2008 01:54 PM

I am beginning to think this won't work in the long run. It's nice of Skelos to offer his assistance to import the models but we are obviously not at the top of the list.

The only way this will work and make a difference to the community is if we can import the models ourselves. We cannot expect the developers to drop paying work to help the community create a free mod.

Nothing against Skelos or the Crew at 1C. We just need the tools to do it ourselves in a timely manner.

asadexes 03-19-2008 02:04 PM

Models seems to be in .bma format
it's an experimental archiver by Alexander Cherenkov
http://filext.com/file-extension/BMA

Ogre 03-19-2008 05:44 PM

I had downloaded the BMA program and it states the FW files are not bma archives.

asadexes 03-19-2008 08:47 PM

We need a support from the game developers
they must give us a mod tool or the model converter

Skelos 03-20-2008 06:37 AM

Sorry, we cannot because the graphic engine is not owned by our company.
We will support. All your models were exported and I'll put the link here soon.

Skelos 03-20-2008 09:55 AM

Ok. I gave the link to Ogre in private message.

asadexes 03-21-2008 05:29 PM

thanks Skelos
Now we'll try to put ingame,
any suggestions is welcome :grin:

Skelos 03-23-2008 07:33 PM

Use your hexes as locations - not cities.

Ogre 04-03-2008 10:59 PM

Quote:

Originally Posted by asadexes (Post 38378)
thanks Skelos
Now we'll try to put ingame,
any suggestions is welcome :grin:

Any luck?

asadexes 04-04-2008 10:11 PM

the only help we had was the one Skelos wrote here
i'm workin' on but we absolutely need a mod tool from developers

Ogre 04-06-2008 03:32 PM

Quote:

Originally Posted by asadexes (Post 39384)
the only help we had was the one Skelos wrote here
i'm workin' on but we absolutely need a mod tool from developers

I totally agree. I think the support they are trying to provide is great but the workflow will not work. We need a convertor and the appropriate mod tools.

asadexes 05-02-2008 01:22 PM

We also need to rework unit models and we absolutely need an importer\exporter tool for the game engine

asadexes 05-07-2008 02:53 PM

Till now we have done many tiles and many new items but we still need the importer from the game developer, without it is impossible to think about a modding project , can we know if it will be possible to have it or is totally impossible
http://i229.photobucket.com/albums/e...enzatitolo.jpg

asadexes 06-12-2008 02:41 PM

As this
http://forum.1cpublishing.eu/showthread.php?t=2783
or this
http://forum.1cpublishing.eu/showthread.php?t=2650


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