Working on a graphic mod in which you can see actual weapons rather than a block
Moderators: rbodleyscott, Slitherine Core, Gothic Labs
Working on a graphic mod in which you can see actual weapons rather than a block
Edit: The first version is released here! viewtopic.php?f=322&t=107048
Pike & Shot is a game that set in my favorite historical era, but it always annoys me that the unit graphics are too rough and you can only see a block (which represent pikes) on infantry units.
With the Blender files Richard sent to me a couple months ago, I can now try to fix that by myself. My plan is to completely rework the unit models (at least the infantry ones) in P&S, to make actual weapons (no matter muskets, swords, halberds, bills, two-handed swords, shields, etc.) seeable on the in game models. And make the models match the weapons of the according unit.
Here I show some prilimery work I have done so far, the model of Swiss Keil and Landsknecht Keil:
Pike & Shot is a game that set in my favorite historical era, but it always annoys me that the unit graphics are too rough and you can only see a block (which represent pikes) on infantry units.
With the Blender files Richard sent to me a couple months ago, I can now try to fix that by myself. My plan is to completely rework the unit models (at least the infantry ones) in P&S, to make actual weapons (no matter muskets, swords, halberds, bills, two-handed swords, shields, etc.) seeable on the in game models. And make the models match the weapons of the according unit.
Here I show some prilimery work I have done so far, the model of Swiss Keil and Landsknecht Keil:
Last edited by Ivenend on Thu Sep 23, 2021 3:46 pm, edited 2 times in total.
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- Field of Glory 2
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Re: Working on a graphic mod in which you can see actual weapons rather than a block
Very nice.
Richard Bodley Scott
Re: Working on a graphic mod in which you can see actual weapons rather than a block
Great idea, nicely made. Well done !
It"ll contribute to the major debate among P&S1 grognards about how many figurines per unit the ideal P&S should have : many like in P&S1 ? fewer like in the FoG series ? something in between ?
It"ll contribute to the major debate among P&S1 grognards about how many figurines per unit the ideal P&S should have : many like in P&S1 ? fewer like in the FoG series ? something in between ?
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- Major-General - Jagdtiger
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Re: Working on a graphic mod in which you can see actual weapons rather than a block
Very nice, eager to see more. My ideal is a 10-1 ratio, so your standard pike and shot unit has 16 pikemen and 32 musketeers. Or 14 pikemen, an officer and a standard bearer
SnuggleBunny's Field of Glory II / Medieval / Pike and Shot / Sengoku Jidai MP Channel:
https://www.youtube.com/channel/UCjUQy6dEqR53NwoGgjxixLg
https://www.youtube.com/channel/UCjUQy6dEqR53NwoGgjxixLg
Re: Working on a graphic mod in which you can see actual weapons rather than a block
Massive keils showing some "teeth" forward looks very nice. Mind if I ask for charged and ported pikes as well?
However, if next P&S title would focus on "small actions," then I think FOG style figurines would fit better.
I'm all for original P&S style because I think it conveys well the feelings of massiveness of 1000+ men sized units and the inhumane nature of the black powder warfare.
However, if next P&S title would focus on "small actions," then I think FOG style figurines would fit better.
Re: Working on a graphic mod in which you can see actual weapons rather than a block
In P&S a square with 2000 men has a (graphical) unit model of 180 men. So the ratio is rougly 11 : 1.
Yes there will be more to come. I already finished giving Spanish swordsmen units sword models. Unfortunately my internet can't connect to Imgur now so I can't upload screenshots for you.
I would like to try but I can't give a promise, as giving 180 pike models to a square would be quite difficult and it may exceed the vertices limitation.
Last edited by Ivenend on Tue Sep 21, 2021 3:30 pm, edited 2 times in total.
Re: Working on a graphic mod in which you can see actual weapons rather than a block
Preview:
Spanish unit mdoels with sword and buckler, the second image also show the new unit icon I made for Rodeleros:
Spanish unit mdoels with sword and buckler, the second image also show the new unit icon I made for Rodeleros:
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- Major-General - Jagdtiger
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Re: Working on a graphic mod in which you can see actual weapons rather than a block
Excellent work! Looking forward to using it, though I wonder if it would be incompatible with MP.
SnuggleBunny's Field of Glory II / Medieval / Pike and Shot / Sengoku Jidai MP Channel:
https://www.youtube.com/channel/UCjUQy6dEqR53NwoGgjxixLg
https://www.youtube.com/channel/UCjUQy6dEqR53NwoGgjxixLg
Re: Working on a graphic mod in which you can see actual weapons rather than a block
I plan to release two versions:SnuggleBunnies wrote: ↑Wed Sep 22, 2021 4:24 pmExcellent work! Looking forward to using it, though I wonder if it would be incompatible with MP.
(1) this version only replace some existed .s4f model and .dds texture files, no data file is modified. You can place them directly into your P&S folder, it will work with vanilla campaign/skirmish and all user made ones, compatible with MP. However, this version has less new unit models and has no custom unit icon.
(2) this version not only replace existed files but also add new ones, it will contains all new models and icons I made. However, due to Squad file has been modified, it is not compatible with MP. You can play it directly in singleplayer mode, or you can use it as art resource to make your own scenario/campaign/skirmish and then play them in MP.
Re: Working on a graphic mod in which you can see actual weapons rather than a block
Actually, I can't see there being too much problem with MP.
If one player has the mod, and the other doesn't, all that would happen is that the players would see the "scripts don't match" message every turn. As long as they trust each other and the discrepancy is explained it won't stop the match. The only big issue is if the new Squads.csv file added completely new units, I am talking about additional units rather than just new models, that could make MP games impossible if one person did not have the mod.
If one player has the mod, and the other doesn't, all that would happen is that the players would see the "scripts don't match" message every turn. As long as they trust each other and the discrepancy is explained it won't stop the match. The only big issue is if the new Squads.csv file added completely new units, I am talking about additional units rather than just new models, that could make MP games impossible if one person did not have the mod.
Field of Glory II Scenario Designer - Age of Belisarius, Rise of Persia, Wolves at the Gate and Swifter than Eagles.
Field of Glory II Medieval Scenario Designer.
FOGII TT Mod Creator
Warhammer 40,000: Sanctus Reach Tournament Scenario Designer.
Field of Glory II Medieval Scenario Designer.
FOGII TT Mod Creator
Warhammer 40,000: Sanctus Reach Tournament Scenario Designer.
Re: Working on a graphic mod in which you can see actual weapons rather than a block
The first version is released here! viewtopic.php?f=322&t=107048
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Thanks for reminding that!Paul59 wrote: ↑Wed Sep 22, 2021 7:24 pm Actually, I can't see there being too much problem with MP.
If one player has the mod, and the other doesn't, all that would happen is that the players would see the "scripts don't match" message every turn. As long as they trust each other and the discrepancy is explained it won't stop the match. The only big issue is if the new Squads.csv file added completely new units, I am talking about additional units rather than just new models, that could make MP games impossible if one person did not have the mod.
Last edited by Ivenend on Sun Sep 26, 2021 1:29 am, edited 1 time in total.
Re: Working on a graphic mod in which you can see actual weapons rather than a block
SnuggleBunnies wrote: ↑Tue Sep 21, 2021 1:06 pm My ideal is a 10-1 ratio, so your standard pike and shot unit has 16 pikemen and 32 musketeers. Or 14 pikemen, an officer and a standard bearer
I have no strong views about this ratio.companion wrote: ↑Tue Sep 21, 2021 1:43 pmI'm all for original P&S style because I think it conveys well the feelings of massiveness of 1000+ men sized units and the inhumane nature of the black powder warfare.
However, if next P&S title would focus on "small actions," then I think FOG style figurines would fit better.
Maybe a sensation of movement and life (ie. animated models) is more important than the ratio :
Re: Working on a graphic mod in which you can see actual weapons rather than a block
Preview:
Levy units with sword & billhook/crossbow & billhook model. Will be included in next update:
Levy units with sword & billhook/crossbow & billhook model. Will be included in next update:
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- Major-General - Jagdtiger
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Re: Working on a graphic mod in which you can see actual weapons rather than a block
Did the Select Levy use bills? I thought it was halberds though I'm hardly educated on the subject
SnuggleBunny's Field of Glory II / Medieval / Pike and Shot / Sengoku Jidai MP Channel:
https://www.youtube.com/channel/UCjUQy6dEqR53NwoGgjxixLg
https://www.youtube.com/channel/UCjUQy6dEqR53NwoGgjxixLg
Re: Working on a graphic mod in which you can see actual weapons rather than a block
The bill model was prepared for the English Bill and Longbowman. If you or someone have idea what weapon should the Levy use, I can easily change them.SnuggleBunnies wrote: ↑Sun Sep 26, 2021 2:57 am Did the Select Levy use bills? I thought it was halberds though I'm hardly educated on the subject
Re: Working on a graphic mod in which you can see actual weapons rather than a block
Preview:
Halberdier, this is my first model with "full" seperated weapon model.
If possible I will make seperated weapon model(replace the "pike block") for pikeman units in the future. But the priority now is to give all units with Heavy Weapon or Sword according visible weapon model.
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Re: Working on a graphic mod in which you can see actual weapons rather than a block
This is very cool! Will this work with Paul's Extra Nations Mod?
The new models will add lots of visual appeal and immersion.
All we need after this is for the elephant units to get added to the game.
Mord
The new models will add lots of visual appeal and immersion.
All we need after this is for the elephant units to get added to the game.
Mord
Re: Working on a graphic mod in which you can see actual weapons rather than a block
Hi Mord,
Adding Ivanend's modded vanilla units would be relatively easy, just copy and pasting in the new models and textures I assume. But converting all my new units to use Ivanend's weapons would be a ton of work.
I'm still far too busy on FoG2 Medieval to consider such a project.
Cheers
Paul
Field of Glory II Scenario Designer - Age of Belisarius, Rise of Persia, Wolves at the Gate and Swifter than Eagles.
Field of Glory II Medieval Scenario Designer.
FOGII TT Mod Creator
Warhammer 40,000: Sanctus Reach Tournament Scenario Designer.
Field of Glory II Medieval Scenario Designer.
FOGII TT Mod Creator
Warhammer 40,000: Sanctus Reach Tournament Scenario Designer.
Re: Working on a graphic mod in which you can see actual weapons rather than a block
Mod updated to v.0.2 viewtopic.php?t=107048
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If you don't mind, I could make a modifed version of Extra Nations Mod and apply my unit models on it and send it to you.Paul59 wrote: ↑Wed Dec 15, 2021 4:01 pmHi Mord,
Adding Ivanend's modded vanilla units would be relatively easy, just copy and pasting in the new models and textures I assume. But converting all my new units to use Ivanend's weapons would be a ton of work.
I'm still far too busy on FoG2 Medieval to consider such a project.
Cheers
Paul