Actually, you have seen this tower a lot of time in Cossacks but it's part of a larger building. This tower is from the austrian cathedral, in the front you have this one, twice !
Ah, so it's either used or will probaly be used. Well that's at least good to know but why separate it from a main building and not even give it a proper texture, that's my question? And sorry for my ignorance but I haven't traveled Europe as much as I would have liked and I don't know much but the East part of the continent, I'm mostly just interested around the West part.
Ok @Ebel so I have done a test with breaking down 3 models and bringing them all into one, just to make sure i could m ake a decent tutorial out of it, and I'm happy to say it works (I have to admit I wasn't 100% sure it would haha) Here's some screenshots. On top the 3 original buildings, on the bottom left the made up building with the 3 different part, and on the bottom right, the combined building with the combined texture baked from the other 3. Spoiler Now you can see the texture is a bit softer at the moment but I think I can rectify that. I will make a video of it in the next few days!
That is a very cool 'small fort', very nice design and idea, and I do hope that you can make it work. cheers....Penwyn/Jeff The blocking of the model is here, now need to polish it, UV it and texture it. Should be fun! Here's some screenshots, as well as the references here http://nabataea.net/qatrana.html Spoiler [/QUOTE]
@Ebel Tutorial is recorded. I'm doing the editing now and I need to do the captions and it will be ready! Tutorial includes everything from exporting game assets, making the building from different parts of other buildings, baking the texture and all the way to having it in-game. It's around 15min and I hope it'll be as clear as possible! Should be up soon! EDIT: For some reason, it doesnt want to capture in-game footage. Is there something I need to do? I'm using Active Presenter. Thanks!
I suggest using Fraps or nVidia Shadowplay from GeForce Experience to record gameplay. Strangely enough I also believe American Conquest and (but I'm not so sure) Cossacks had problems with gameplay recording software due to some unknown reason.
Thanks. I think I remember something in the settings, a checkbox that needed to be checked to record gameplay. I will try with Fraps or Shadowplay as I've got both on my pc. Thanks!
I think the checkbox was for Fraps to record the desktop, since oddly enough it only recorded the application you had open and that was it.
Ok so the video is exporting now. The captions are not on there yet but there is a little guide in the description, and I'll post it on here too. I've sped it up x2 to make it shorter but if you'd like the full speed version, just let me know and I will upload it. I have really limited time on my hands these days but I will try to make it really nice and comprehensive with captions on Youtube, and maybe even add a little music. Thanks! Spoiler: Screenshot
I will modify this guide and make it better and more precise when I've got time, but I think this is a good start! Sorry it took so long... - Import buildings In Model Viewer - Export obj - Find corresponding texture - Import into 3d software - Assign a shader with the texture - IMPORTANT: remove filter on texture - Duplicate the buildings - Separate parts you want to keep - Build the new building by moving bits around - DUPLICATE YOUR OBJECTS - Hide the originals - Move UVs into one UV square. If it won't fit, extend to 2 UV squares, and then scale it by 0.5 - Make sure everything is inside the UV borders - Combine new building - Put in the Center of the world!! - Move the object ON TOP of the original pieces - Bake texture from original to new object VOILA!
my guide was made in Maya but the concepts apply to any 3d software. As long as you know where the UV tab is and the Baking options are, you should be sorted!
I'm currently learning in 3Ds max editor and by this YT tutorial from Hugojackson18 I managed to create a new city-like house for Ukraine. Sorry for lower quality of pictures, I'm working on my low-end laptop. I also think that whole Ukraine nation should get better no-so-rural architecture. Or mabye divide it into Ukraine and Zaporozhians (rebels, rural buildings).
Very nice, in my mod I've actually done away with as many rural looking buildings as possible. One example, not having any mercenaries, the Diplomatic Centre is now the Barracks, I'll post a picture shortly.
I like it. Did you know that you can draw multiple meshes from the same prop file? So for example, if you cut the other half of the academy, or rotate the current one you have, then define in the prop file to randomly pick between those 2, every time you build a house it will randomly choose 1 and it will look more varied. Right now housing is pretty boring, they are all the same and are all rotated in the same manner. Just saying, hardly necessary, just fun to do. edit: whats with the negative resources in your screens? Errors?
Thank you, multiple houses system is what I am thinking about since CS1! I will check these options out. I'm also want to try to create better animations of buildings damage and destruction. I don't like the fact that it just "blow up" or starts to burn. I would like to see/create some falling parts, broken windows etc. Everything accompanied with proper sounds (wood, glass, falling stones). But I'm still on the beginning of my learning, so animations are just plans for far furute. What can I say, I have such plans to do. Ps: Negative resouces are just badly formed mod of original CS1 icons. I already donwloaded it like that.
Hot damn this looks awesome. It has a very Napoleonic Era feel to it as well. Any plans for the future for the European nations to get more City-like buildings as well? It could be nice for a Napoleonic Warfare mod of some sort or something.
Loner I saw you town hall model and it looked too church-ish to me, so today I crated more office looking hall. Collection of new buildings is getting bigger. Sill I have lot to learn in Max editor. Ps: Does anybody know where are the "underlays" of buildings stored? I didn't investigate it yet (once, and I didn't find it) so if anyone know it instantly you can tell me.