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Re: Yari & Teppo (the Pike & Shot Japanese mod)

Posted: Mon Nov 17, 2014 4:38 pm
by pipfromslitherine
Building relatively simple objects like buildings to be seen at the P&S distances is actually pretty simple - it's mainly some blocks and cylinders. Once texture mapped the majority of the work is in drawing the texture. It is more involved but, for example, once you have build a single building object you can then do a few version of it with different textures fairly simply.

Cheers

Pip

Re: Yari & Teppo (the Pike & Shot Japanese mod)

Posted: Tue Nov 18, 2014 1:00 am
by jomni
pipfromslitherine wrote:Building relatively simple objects like buildings to be seen at the P&S distances is actually pretty simple - it's mainly some blocks and cylinders. Once texture mapped the majority of the work is in drawing the texture. It is more involved but, for example, once you have build a single building object you can then do a few version of it with different textures fairly simply.

Cheers

Pip
Thanks for the encouragement. Can I use Blender?

Re: Yari & Teppo (the Pike & Shot Japanese mod)

Posted: Tue Nov 18, 2014 11:13 am
by archita
I think that are not necessary buildings, kawanakajima battle was open field with river and some wood and P&S is not suitable for siege warfare ( I suppose ). I think that castles are not necessary for now.

Re: Yari & Teppo (the Pike & Shot Japanese mod)

Posted: Tue Nov 18, 2014 2:38 pm
by jomni
archita wrote:I think that are not necessary buildings, kawanakajima battle was open field with river and some wood and P&S is not suitable for siege warfare ( I suppose ). I think that castles are not necessary for now.
You are right. For custom battles made by the editor which depict historical battles like Kawanakajima, no buildings are necessary.
But it would be nice to have a Japanese terrain set being used in skirmish mode. As mentioned it will be worked on last.

Re: Yari & Teppo (the Pike & Shot Japanese mod)

Posted: Tue Nov 18, 2014 4:24 pm
by pipfromslitherine
There is a blender exporter, yes. Here is a link to details on how to use it:

viewtopic.php?f=104&t=21328

If you have any problems, I would ask in the BA or BA2 forums as there are plenty of experienced modders there who have made use of it :)

Cheers

Pip

Re: Yari & Teppo (the Pike & Shot Japanese mod)

Posted: Fri Nov 21, 2014 1:46 am
by jomni
Project update:

As I have realized that there is a limit to the number of skins for each 3d unit, it is not possible to recreate a historical battle with each samurai general having their own banners. What ever I did and will continue doing are only for one on one skirmish between generals.

Re: Yari & Teppo (the Pike & Shot Japanese mod)

Posted: Sat Nov 22, 2014 10:19 am
by Demetrios
This is really fantastic. Sengoku Jidai is definetely one of the most underrated eras of warfare. Read most Yoshikawa Eiji novels, particulary "Taiko". So really looking forward to what you finally come up with. Takeda Shingen is a legend. Hope you include the Rise of the Oda-Clan, Monk Samurai and Ikko-Shu Uprising into your campaigns too.
Keep on the good work.

Cheers, Klaus

Re: Yari & Teppo (the Pike & Shot Japanese mod)

Posted: Sat Nov 29, 2014 1:35 pm
by jomni
Unit Icons / Portraits replaced.
Image

Image

Re: Yari & Teppo (the Pike & Shot Japanese mod)

Posted: Sat Nov 29, 2014 2:05 pm
by rbodleyscott
Very nice.

Re: Yari & Teppo (the Pike & Shot Japanese mod)

Posted: Tue Dec 02, 2014 6:24 pm
by Miletus
Fantastic work Jomni, its all looking really good! :D :D :D

Re: Yari & Teppo (the Pike & Shot Japanese mod)

Posted: Wed Dec 03, 2014 2:44 pm
by jomni
Image
New bridge and village skins. But I haven't changed that wall.

Re: Yari & Teppo (the Pike & Shot Japanese mod)

Posted: Wed Dec 03, 2014 3:05 pm
by rbodleyscott
jomni wrote:New bridge and village skins.
Looks great
But I haven't changed that wall.
Why not?

Re: Yari & Teppo (the Pike & Shot Japanese mod)

Posted: Wed Dec 03, 2014 3:28 pm
by jomni
I just have yet to change them. :)
Noticed the bridge has no holes on the other side. I'll work on that first. :)

Re: Yari & Teppo (the Pike & Shot Japanese mod)

Posted: Wed Dec 03, 2014 3:31 pm
by rbodleyscott
jomni wrote:I just have yet to change them. :)
I should note that the next patch will allow up to 32 unit texture sets. We may add a few more to the 11 core sets, but you should probably be safe to use 12 in your custom campaign. Note, however, that this will not allow you to have more than one texture for the exact same unit type on the same side in a scenario.

Re: Yari & Teppo (the Pike & Shot Japanese mod)

Posted: Sun Dec 07, 2014 9:12 pm
by archita
great work :)

the teppo will be separate units or they will be part of ashigaru units ?

Re: Yari & Teppo (the Pike & Shot Japanese mod)

Posted: Mon Dec 08, 2014 12:42 am
by jomni
Separate. But they would most probaby get embedded when I get to the battle of Sekigahara as per GMT Samurai.

Re: Yari & Teppo (the Pike & Shot Japanese mod)

Posted: Tue Dec 09, 2014 6:13 am
by jomni
I'm thinking about a major change in the way the mod works. Due to texture and unit limits, I'm looking to combine units of each general into one mixed unit.

This will highlight the personal nature of samurai battles. Each unit will simply bear the general's name. Composition will be mixed with ranged, spear, lancers. Actual composition, experience and Elan will be individually set for each general's contingent. I might not give them their personal texture file but just a generic one for the clan.

But that means the unit count will decrease to maybe an average of 10 per side. Also the units will have thousands of men. The battles won't be too tactical and is just generals fighting each other. Is there any downside to this?

What can I do to make it more interesting? Can I use BA special moves at the unit level (like raid, demoralize, delay, rally). This is going to be similar to Koei Romance of the Three Kingdoms and Nobunagas Ambition games.

Re: Yari & Teppo (the Pike & Shot Japanese mod)

Posted: Tue Dec 09, 2014 8:30 am
by rbodleyscott
jomni wrote:What can I do to make it more interesting? Can I use BA special moves at the unit level (like raid, demoralize, delay, rally).
We haven't used any of these, so you will probably have to seek help on how to do so on the BA2 modders board.

Re: Yari & Teppo (the Pike & Shot Japanese mod)

Posted: Tue Dec 09, 2014 4:38 pm
by pipfromslitherine
If you mean the bonuses which appear screen left in BA1/2 then you can indeed make use of them, but you will need to build them yourself as the base game doesn't make use of them. You can of course add orders to the units themselves if this is more what you are thinking. Or indeed just add your own custom UI and scripting if you don't need to integrate your 'bonuses' with the editor.

Cheers

Pip

Re: Yari & Teppo (the Pike & Shot Japanese mod)

Posted: Wed Dec 10, 2014 12:07 am
by archita
jomni wrote:
What can I do to make it more interesting? Can I use BA special moves at the unit level (like raid, demoralize, delay, rally). This is going to be similar to Koei Romance of the Three Kingdoms and Nobunagas Ambition games.
great idea, I loved the first ROTK and Nobunaga that had the best tactibal battles of all Serie :) pity that engine can't calculate the "simultaneous" attacks and "fire" arrows tactics so typical of KOEI titles...

off course a japan mod can became a real stand-alone game, with official support the mod can be an official module :roll: