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Originally posted by Allenby
Gwalcmai, how is the revised French cavalryman coming along? Last time he was nearly perfect apart from when he ran west and south west and he looked a bit frantic - something to do with frames I suspect.

Maybe to you those were the only ones looking bad, and it's quite likely that, when used in a computer, as opposed to my "calculator", the others look brilliant, but I'm getting really weird looking cavalry with those files... Anyway, I tried doing it differently with those you reported problems on, using the frames in a video editor to align the cavalryman. It worked very well, but then I didn't get around to finishing it, as I'm a lazy bugger... I'll get back to doing it.

StephenT, those Farmans look very good! But why are they different colours, is it two different models or didn't you texture them? (Did the bombers use roundels, BTW?) What software are you using?
 
Adobe Dimensions (since I had a copy of it anyway) plus Photoshop. They aren't textured, it's just the program uses light-sources and so the models look differnt from different angles.

I actually prefer the darker version myself, but don't much fancy the idea of going and editing all those animation files again to change the others. :)

Plus, this is the transport plane model, and there's only one version of it, not one per country, so no national markings. Although as a matter of fact, I think the Longhorn had been phased out of active service (except as a trainer) before national markings were introduced.
 
I don't know what kind of output Dimensions has, but maybe you'll find this useful. Or not...

edit: what are the transport planes going to be in the mod, btw? I forget.
 
The Airship (Zeppelin sprite) replaces the Naval Bomber, and the Reconnaissance Plane (Farman sprite) replaces the Transport Plane.

Dimensions exports BMPs or Illustrator files
 
Originally posted by StephenT
The Airship (Zeppelin sprite) replaces the Naval Bomber, and the Reconnaissance Plane (Farman sprite) replaces the Transport Plane.

Dimensions exports BMPs or Illustrator files

It would be better to do the other way, which I think you mean also, that Recon replaces Naval Bomber, and Zeppelin replaces Transport?

/Johan
 
Actually, you're right, the transport plane sprite is the airship. Not that I actually see what difference it makes. :)

Anyway, how's this for fortress infantry?

forts.jpg


At the moment I've left in the mechanised infantry sprites for movement - I'm not exactly sure how a fort moves, but if it did it would presumably be loaded up into a truck of some kind :D

Although - could this unit type be set so it has zero movement, and can only be moved by strategic redeployment?
 
I think that's not possible, unfortunately. The game rounds all speed values below 1 to 1. The only exception is the missiles, but I don't think that would be the best choice for fortress infantry. What are the missiles being used for, btw?

How about a truck carrying some rolls of barbed wire (well, a cylinder, as you wouldn't be able to tell the difference ;)) and towing a gun? Or a train.
 
Originally posted by StephenT
Actually, you're right, the transport plane sprite is the airship. Not that I actually see what difference it makes. :)

The only thing I thought about was that less countries will be able to build zeppelins (ex-transports), and this means that fewer countries will be able to airlift their guards divisions (ex-paratroopers). I don't think that the AI uses paras, so there is no problem with that, but for regular players, well, we just have to hope that they won't exploit it... And having transports as zeppelins makes the exploit be used less (as I can see zeppelins being quite expensive?).

Anyway, how's this for fortress infantry?

Very nice! The moving sprite could be either anything of Gwalcmai's proposals, or just the regular infantryman.

/Johan
 
Originally posted by Johan Elisson
The only thing I thought about was that less countries will be able to build zeppelins (ex-transports), and this means that fewer countries will be able to airlift their guards divisions (ex-paratroopers). /Johan

Can we not just delete the line transportcapability = 1 from the transport plane model.csv file? We'll have to edit this anyway to give the airships longer range and a strategic bombing factor.

Or leave it as it is to simulate an HG Wells 'War in the Air' mod :)
 
Stephen, was it relatively simple to learn how to create those sprites, or did you already have some sort of ability for it?

I was just wondering whether it would be easy for a simple-minded chap like myself to be able to knock something like that up after a bit of practice. :)
 
Well, I use drawing software (Illustrator, Photoshop) fairly regularly as part of my job, although I've never done any 3D-modelling before. Hence starting with something really simple like a Zeppelin.

The fortress sprites were pretty easy though since they're just geometric shapes (IMO human or animal figures are far harder to draw) plus they didn't need to be animated because they don't move :)
 
If you want to have a try, check ou this webpage: sekinoss' sprite making tutorial

If you want to, I can also send you some 3d models. (Not that mine are good, but you can have a look at them for a notion of how to "cheat" modelling to create something that looks half decent in-game.)
 
Originally posted by Gwalcmai
If you want to, I can also send you some 3d models. (Not that mine are good, but you can have a look at them for a notion of how to "cheat" modelling to create something that looks half decent in-game.)

Okay, why not? Could be rather fun! :)
 
Ok, have a look at 3d modelling software and "name yer poison", so I can export my milkshape models.
 
Depends on what you want, but I think most have a demo version available for download. If you want to find out how you like making sprites, the evaluation version should be quite enough. Other means of acquiring the software can wait 'til you've made up your mind.

Milkshape
POV-Ray

Milkshape is really easy to learn, and you can find online tutorials for it quite easily, as it seems to be very popular to create characters for FPS games.

POV-Ray is not that easy to learn (it isn't WYSIWYG, you write some code and render the scene. On the positive side, it's free and open source.

I tried 3DSMax and Caligari somethingSpace, but 3DS is like Milkshape anyway, but the added functions just confuse you, and the Caligari program was just not my cup of tea. As for Adobe Dimensions, ask Stephen, as I haven't tried it.
 
You chaps have done some great work here; but I am sad there is still no sign of the infamous Picklehaub, or a dashing rolls-royce armoured car.

Never mind... The Zeppelins almost make up for it!