WW1 mod

Modders can post their questions on scripting and more.

Moderators: Slitherine Core, BA Moderators

junk2drive
BA Moderator
BA Moderator
Posts: 1478
Joined: Sun May 23, 2010 4:47 pm
Location: Arizona USA -7GMT

Post by junk2drive »

If you create a new campaign, you need to copy Tim's WWI items into your campaign.
You can call me junk - and type that with one hand.
pipfromslitherine
Site Admin
Site Admin
Posts: 9881
Joined: Wed Mar 23, 2005 10:35 pm

Post by pipfromslitherine »

A simpler solution might be to copy the entire folder, and remove all the scenarios and scripts. Then you can begin replacing them with scenarios of your own.

Cheers

Pip
tim1966
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
Posts: 161
Joined: Sat Jul 31, 2010 7:15 pm
Location: Brighton, UK
Contact:

Post by tim1966 »

Sorry I wasn't very descriptive. Pip is of course right - copy the folder, rename it and then delete all the scenarios and scripts. Also in the Campaign text file delete the scenario name and add your scenarios name(s)

If you need any help shout up :D

I've started work on the Cambrai campaign - not sure how long it will take as I'm planning 5 or 6 scenarios.
Models from Tim's Surplus Store ... Established 1966 ... Open 24/7 ... closed for TEA TIME
gollummen
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 72
Joined: Wed Nov 24, 2010 1:00 pm

Post by gollummen »

Thanks for your help, that works fine.

How do you make the ruined buildings and burned trees?
tim1966
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
Posts: 161
Joined: Sat Jul 31, 2010 7:15 pm
Location: Brighton, UK
Contact:

Post by tim1966 »

Press o before placing any objects.
Models from Tim's Surplus Store ... Established 1966 ... Open 24/7 ... closed for TEA TIME
LandMarine47
Major-General - Tiger I
Major-General - Tiger I
Posts: 2490
Joined: Sun Oct 28, 2012 10:44 pm
Location: Texas

Re: WW1 mod

Post by LandMarine47 »

Tim do you plan on continuing this epic mod? Would love to play as the Germans and the French
tim1966
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
Posts: 161
Joined: Sat Jul 31, 2010 7:15 pm
Location: Brighton, UK
Contact:

Re: WW1 mod

Post by tim1966 »

I'm hoping that I will one day be able to add more - French in particular. I'm very busy at the moment with other things but I haven't forgotten the game or the mod and would like to see what BA2 is like.
Models from Tim's Surplus Store ... Established 1966 ... Open 24/7 ... closed for TEA TIME
LandMarine47
Major-General - Tiger I
Major-General - Tiger I
Posts: 2490
Joined: Sun Oct 28, 2012 10:44 pm
Location: Texas

Re: WW1 mod

Post by LandMarine47 »

Well I'm sure most of us at Slitherine will support you when you open up shop :) maybe in BA2 we get a Russian Campaign.
GottaLove88s
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3151
Joined: Fri Apr 06, 2012 6:18 pm
Location: Palau

Re: WW1 mod

Post by GottaLove88s »

tim1966 wrote:I'm hoping that I will one day be able to add more - French in particular. I'm very busy at the moment with other things but I haven't forgotten the game or the mod and would like to see what BA2 is like.
Tim, your WW1 mod is phenomenal!

Sorry if this has been asked before, but what software did you use to create all of your completely new 3d units? How long did it take you? You must be a professional 3d modeller, right?
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
tim1966
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
Posts: 161
Joined: Sat Jul 31, 2010 7:15 pm
Location: Brighton, UK
Contact:

Re: WW1 mod

Post by tim1966 »

Thanks for your comments :)

I used Max to create the models - I'm not a professional 3d modeller (I'm actually a Accountant by profession :shock: ). The models in the game are actually reasonably simple - its getting the textures right that makes the difference. I did think about making more complex models particularly for the troops but didn't in the end to save memory usage and time. I can't remember how long it took me - quite a few months to get it all together. The art took the longest really and then the map making and scripting. The actual model making doesn't take too long and theres not many to make in a WW1 mod!
Models from Tim's Surplus Store ... Established 1966 ... Open 24/7 ... closed for TEA TIME
LandMarine47
Major-General - Tiger I
Major-General - Tiger I
Posts: 2490
Joined: Sun Oct 28, 2012 10:44 pm
Location: Texas

Re: WW1 mod

Post by LandMarine47 »

Well if you do make a new mod it will be great. Do you plan on doing American Battles as well? :)
GottaLove88s
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3151
Joined: Fri Apr 06, 2012 6:18 pm
Location: Palau

Re: WW1 mod

Post by GottaLove88s »

tim1966 wrote:Thanks for your comments :)

I used Max to create the models - I'm not a professional 3d modeller (I'm actually a Accountant by profession :shock: ). The models in the game are actually reasonably simple - its getting the textures right that makes the difference. I did think about making more complex models particularly for the troops but didn't in the end to save memory usage and time. I can't remember how long it took me - quite a few months to get it all together. The art took the longest really and then the map making and scripting. The actual model making doesn't take too long and theres not many to make in a WW1 mod!
WOW!! Thanks for the tips, Tim. You've done an incredible job. You must be the world's best 3d modelling financier!! How on earth did you learn Max? Isn't it super expensive?
PS. Have PM'ed you...
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
tim1966
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
Posts: 161
Joined: Sat Jul 31, 2010 7:15 pm
Location: Brighton, UK
Contact:

Re: WW1 mod

Post by tim1966 »

Lol (as the kids say) - probably not many Accountants who dabble in 3d modelling as a hobby. I learnt Max when I worked at a computer game developer up north (now defunked) but they gave me an old copy of Max and Maya to play with in my spare time. Been messing with it for about 10 years now so not to bad with it all.

As for Americans - they are possible - in fact they would be easy for someone to make as you just use the British units (reskin them green for Marines) and rename them in the files and add US unit art work.
Models from Tim's Surplus Store ... Established 1966 ... Open 24/7 ... closed for TEA TIME
GottaLove88s
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3151
Joined: Fri Apr 06, 2012 6:18 pm
Location: Palau

Re: WW1 mod

Post by GottaLove88s »

Haha... WOW!! Nice career track... Game developer (for the fun), Accounting (for the cash)... And you get to live by the ocean!! Lucky man...

10 years with Max? No wonder your artwork is so impressive!!

Really interesting point on reskinning Brits to become Americans...

I'm experimenting (with Amaris & Richcat) on how to create Japanese units (partially borrowing from J2D's Pacific scenarios)... Your reskinning Brits would work perfectly for our infantrymen... The real ball buster (so far) seems to be figuring out how to make believable 3d warships... Jap & American carriers, battleships, cruisers, destroyers, subs, etc...

Richcat has knocked up a seriously impressive IJN Akagi -> viewtopic.php?f=104&t=42674#p404133 but it's a scarily massive file... Your models look simpler but easily believable... and perfectly playable!... We have a long way to go...

For WWI... you've created the right flags, a full set of historically accurate units for both sides, even gorgeous icons... Btw, it's wonderful how you managed to get your remodelled biplanes to pick up Slith's attack animations (below)... Nice, nice, nice!

What I wouldn't give to achieve the same for Zeroes vs Avengers, and Corsairs vs Kates... Sigh... :shock: :shock:

PS. Which game developer? I wonder if I've bought some of your old projects? :mrgreen:

Image
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
LandMarine47
Major-General - Tiger I
Major-General - Tiger I
Posts: 2490
Joined: Sun Oct 28, 2012 10:44 pm
Location: Texas

Re: WW1 mod

Post by LandMarine47 »

Wow Tim with this artwork and expertise I'm surprised Slitherine hasn't asked you to join them and make BA2 at this point!
Post Reply

Return to “Battle Academy : Modders Corner ”