Sorry ive been gone for a while, internet was down. Anyways, I am working on an epic level for the medieval sector. It is kinda like a hall in the Mines of Moria. (Fellowship of the Ring) It is looking pretty good!
-Ben
Sorry ive been gone for a while, internet was down. Anyways, I am working on an epic level for the medieval sector. It is kinda like a hall in the Mines of Moria. (Fellowship of the Ring) It is looking pretty good!
-Ben
I’m back!!
Welcome Back!
Here is a medieval building I just made. 854 Verts! Not Bad!
MedievalBuilding001.blend (345 KB)
EDIT: By the way, here’s a screenie
Please, Do not use this building for your game projects! (Unless it is for Ayleth of Ravenswood, because im on their team)
-Ben
Its pretty good exept for the fact that it doesn’t look that medieval. it loks like its from somewhere between the 1600’s and the 1800’s. in medieval times a peasant’s house was made out of wood and a noblemans house was (not always, but usaully) made out of stone. That house has stone at the bottom and painted wood at the top. Where would any of them get paint?
They had paint, dyes, and coloring materials back then. And if they didn’t, Batman could use his “Bat Coloring Gadget” on his belt.
I think the buildings are fine, though…
No, packed textures. But the screen looks good. Did you make the textures yourself?
The medieval building looks a bit weird I think->I mean, look at the base/floor of the First floor. Perhaps it shouldn’t have that extrusion, don’t you think?(For short, the length and width of the first and second floor is bigger than the basement’s)
So? Medieval people were weird builders. Have you ever been to areas like Germany or France? I saw buildings where the length and width of the first and second floor is bigger than the basement’s.
Anyways… I am working on a medieval fortress. Coming along good. When it is done, i will post it here. And don’t worry, I will pack the textures this time!
-Ben
I have to back up ShingWanTin, his house looks indeed very medival, mb in a tonws center in a noble place, but they look good.
What i dont get is, why did you ShingWanTin use so much detail on the roof?
but nontheless gj ^^
@Equal: It was simply an old texture i found and i applied it to the roof.
I am glad that I am finally getting a few comments from outside the team :yes:
The medieval fortress is almost done. It is going to be on an island so the water can be the boundary.
Screenies and a .blend soon!
-Ben
Good news, guys! I finally finished the level! Not sure what exactly to call it yet… I could call it “Khámĕd Ŋaķħ” (Khamed Nakh) after the island itself.
The idea is to hold the fort. You start off in control of the fort, but then enemies come in their boats and land on the island. The idea is to fight them all and kill them!
By the way, the reason the water is black is because i am waiting for my brother (mokazon) to send me an animated water thingy.
http://www.mediafire.com/?mng0o1jmtbz
Crits and Comments extremely welcome!
-Ben
Getting an error when try do open your blend, no matter if with 2.49 or 2.5 |
to the Roof: i dont mean the textures ^^, i mean the model itself , it looks a bit to detailed
but i cant rly say anything, since it could be needed to have that. ;D
greets Equal
The roof itself is only 20 verts…
The blend is in 2.49B. I wonder why it won’t work…
I will upload again.
-Ben
Ah, i found out the error. “This file has illegal symbols in it.” Just rename the file, and it should work
EDIT: here is the new one. just click on the one named Khamed Nakh. http://www.mediafire.com/?sharekey=6e545e764bf5de726b21be4093fab7acc2e39d8c2c32d83c4ca8d2a77d7aad89
-Ben
I drew out the storyline for the medieval part of the game. It goes something like this:
Writing a letter and reading it aloud as he writes
14 April, 1324
It seems that the days take longer here on our little island of Khamed Nakh than at home, yet i know there is no real difference in time. We soldiers are worried that this brutal war against Morgonia will end in defeat. We used to live in peace with them, They on the large island of Barad Murth, and us on Minis Dur. We soon realized that they were building up an army of “Morgons”, as they call them, and this was affirmed when they declared war. The Morgons attacked furiously, and flushed all of us out of our homeland. All of the peasants and serfs left on large caravels to be shipped across the Sea of Dur to Uruk Hok to live in peace. The Noblemen, we are afraid, have all been killed or captured. Only 150 of us soldiers remain on the sandy, unowned island of Khamed Nakh. Wait… What’s this coming out of the dense fog? Ships coming in view of our scouts? Enemy ships? I am afraid this letter might be cut short. The ships have landed. Morgons are flooding out by the hundreds. There are probably 300 of them. I must go now and fight them off with my fellow soldiers.
Farewell, maybe forever.
-Amagor
So, you play the character “Amagor” in the medieval part of the game.
After you defeat the first, yet very challenging level “Khamed Nakh”, you go on, go across the sea, and attack the beaches of Minis Dur. Then, you battle in the three levels that FibreFilms is working on. Then, on level six, you must defeat the tower of Orcnoc. Next, you go and battle in the Mountains of Dur. On level eight, you must capture the Malod Silver Mines. Level nine, finish capturing the Mountains of Dur. on level ten, you have reached the other side of Minis Dur. Level 11, you are on the plains of Dur. and on Level twelve, you flush the Morgons completely out through the Cape of Doum. By then they have re-captured Minis Dur. They go on to try to conquer Morgonia completely. So…
Level 13: The Moor Sand Dunes
Level 14: The Murkire Forests
Level 15: Angkor Tower
Level 16: The Duran Hall
Level 17: Trago Lava Falls
Level 18: Barkni Barracks
Level 19: The Great Wall
LEVEL 20: The Capturing of Morgonia
EDIT: I have decided there should be 40 levels for this medieval part of the game, to add to the difficulty and gameplay. Here is the map. A more detailed description of all 40 levels are soon to come
-Ben
Great storyline details, ShingWanTin, but there’s one thing I think is a little strange. If someone spots enemy ships, his first priority is probably not to finish the letter. And how could the letter even be sent if they lost the battle?
EDIT: I think the house looks great, btw
Yeah, perhaps if another soldier runs in and tells him. So then he quickly writes
" I am afraid this letter might be cut short. The ships have landed. Farewell, maybe forever.
-Amagor"
Then send it using a pigeon or owl or something (So he knows it will reach it’s destination).
Anyway, level looks great, On account of the water, there is a preset water in the unity island demo we could use. And I’m not entirely sure how animated textures work in unity (might be very different to blender). Also I think the tipis are a tiny bit too low poly… (would get more out of graphics than would lose out of performance) if you just remove the center vert under the each of the tipis and then apply a single sub surf modifier worked quite well for me. But it does look really good. Slow progress on my levels at the moment sorry but I should have a preview soon…
So, I take it you all like the level? Great!
So, level one is complete! I have level two just about ready also! I want to add a few palm trees first.
-Ben
As promised, HERE is the RAH 66 Comanche.
Controls(Demo-Prototype-Proof of concept):
What you need is the first and second layer selected
►F1, F2… F4->(camera) (Press 0 from numpad first)
►G->gear
►B->Open/close Bay doors
►H, M or L ->Automatic Leveling while maintaining same altitude above ground (Low, medium or high)
►N -> Cancel Automatic Leveling
►W,A,S,D -> Move
►+, - (from numpad) -> Increase/decrease Altitude
►Mouse to rotate and LMB to shoot
►(for fun:D)Space to fire stupid Matrix Rockets
◄►I hope you’ll like it(although it’s not futuristic, you could use it for the “Current Age”)