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Fantasy Wars Turn-based strategy. Gather an army, upgrade units, study magic spells, participate in castle sieges and assaults to destroy the great Orc Ugraum’s horde.

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  #11  
Old 02-11-2008, 03:49 AM
Maluzu Maluzu is offline
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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!
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  #12  
Old 02-11-2008, 04:52 AM
bigmit37 bigmit37 is offline
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Quote:
Originally Posted by asadexes View Post
here's the perfect mod team






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?
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  #13  
Old 02-11-2008, 10:03 AM
Devean Devean is offline
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Quote:
Originally Posted by bigmit37 View Post
What does GW stand for?
I believe he means Games Workshop.
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  #14  
Old 02-12-2008, 02:43 PM
Ogre Ogre is offline
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Quote:
Originally Posted by asadexes View Post
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.
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File Type: jpg FW_Tiles.JPG (34.0 KB, 11 views)
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  #15  
Old 02-12-2008, 02:51 PM
asadexes asadexes is offline
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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


or Better this


where corridors and rooms looks like dug in the rock

Last edited by asadexes; 02-12-2008 at 03:32 PM.
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  #16  
Old 02-12-2008, 04:15 PM
Ogre Ogre is offline
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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.
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  #17  
Old 02-12-2008, 05:00 PM
Ogre Ogre is offline
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Quote:
Originally Posted by asadexes View Post
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.
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  #18  
Old 02-12-2008, 05:15 PM
asadexes asadexes is offline
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That's really what i mean as cool

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

Last edited by asadexes; 02-12-2008 at 05:28 PM.
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  #19  
Old 02-12-2008, 06:08 PM
Ogre Ogre is offline
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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.
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  #20  
Old 02-12-2008, 06:39 PM
asadexes asadexes is offline
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here's a
1st try of a 2 mins. work for undead skin for the dungeons

Last edited by asadexes; 02-12-2008 at 06:58 PM.
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