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Posted: Fri Feb 25, 2011 1:40 pm
by junk2drive
If you create a new campaign, you need to copy Tim's WWI items into your campaign.

Posted: Fri Feb 25, 2011 3:47 pm
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

Posted: Fri Feb 25, 2011 7:12 pm
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.

Posted: Sat Feb 26, 2011 7:36 am
by gollummen
Thanks for your help, that works fine.

How do you make the ruined buildings and burned trees?

Posted: Sat Feb 26, 2011 8:38 am
by tim1966
Press o before placing any objects.

Re: WW1 mod

Posted: Sun May 26, 2013 10:58 pm
by LandMarine47
Tim do you plan on continuing this epic mod? Would love to play as the Germans and the French

Re: WW1 mod

Posted: Sun Jun 02, 2013 2:11 pm
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.

Re: WW1 mod

Posted: Sun Jun 02, 2013 4:44 pm
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.

Re: WW1 mod

Posted: Mon Jun 03, 2013 2:46 pm
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?

Re: WW1 mod

Posted: Mon Jun 03, 2013 7:37 pm
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!

Re: WW1 mod

Posted: Mon Jun 03, 2013 9:56 pm
by LandMarine47
Well if you do make a new mod it will be great. Do you plan on doing American Battles as well? :)

Re: WW1 mod

Posted: Tue Jun 04, 2013 6:49 am
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...

Re: WW1 mod

Posted: Tue Jun 04, 2013 7:53 am
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.

Re: WW1 mod

Posted: Tue Jun 04, 2013 8:44 am
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

Re: WW1 mod

Posted: Tue Jun 04, 2013 4:27 pm
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!