Oh, I'm a perfectionist so yeah, dunno about a release. Sometimes I sit for an entire hour looking for problems on the textures and adding this and that to them. I can just guarantee that I will finish the mod if I don't die before it.
I was foolish to think I could release a demo this year.
All normal handheld items, all normal helms and circlets, and most of the monster weapons and shields. Almost all unique shields, almost half of the unique weapons, no unique helms yet.
Tier 1 and 2 armors are done, the barbarian one is the first tier 3. Qual-kehk's, Greiz' and Kashya's armors done, they'll be followers.
Set items and unique armors are just sketches on papers around here, they'll be totally original, maybe the names are influenced by something else or not. (like a necromancer set named Therion I'm planning, with a Clavicula Nox shaped wand - though that was quite a spoiler)
And yes, my reference for the Barbarian armor is the best one:
So, will this be for regular M&B or Warband? Although I figure since you've only made the models so far it's probably Warband, right?
Warband. Mainly because of the desert theme that was added, meaning a lot of work made for me. Also there's the items with multiple types feature that was added, see javelins for the zon.
I quite let this thread die, huh. But I didn't stop working, oh no:
Right now I'm starting to texture the Barbarian third tier armor.
Just a little curious, but do you know whether or not you'll like that part of modding. What if turns out to be extremely dull?
I then will call in the cavalry! It's easier to find scripters when I have something done, and there are a lot of those in the forums. The mod will be big, and I'm ambitious enough to say it'll have almost the same amount of content as The Last Days mod.
I'm working for like 6 months already since I learned how to, I have almost normal weapons done (lacking the crossbows), all first tier armors done, a lot of shields, some monsters (not counting the ones I'll remake due to increasing skills), Tyrael, a Pandemonium Fortress model, Duriel model and more. I'm sure I'll find someone to team with.
But if I like doing the text stuff, it'll be even better.
No, the bird and the crown aren't made from scratch, but just edited heraldry. I googled for heraldry and got the ones that looked closer to the original.
And the mod will take a long time to be finished. I'm still doing models and textures, that's like, the first half. Then I'll learn how to work with M&B's module system and put everything ingame.
No >_>. The only way to do it would make a new animation, but I don't know how to do these. But I'll probably have to if I want him floating. Bad thing being that the module system used for modding Mount&Blade has a limit of 16 races and I already have them covered. (races having their own soundsets, skeletons and animations) So if I want a floating Tyrael and with flappy wings I'll have to remove the uniqueness of a monster type. Difficult pick.
But the races can have different skins right? So you could have a fallen, carver, devilkin, dark one and warped on and it would only take up one race?
But 16 eh? Diablo, Tyrael, fallen and humans are four... what are the others?
Male humans
Female humans
Barbarian (he's bigger than the others, thus custom skeleton)
Andariel
Duriel
Mephisto
Diablo
Baal
Fallens and Fetishes
Human-sized demons
Big demons
Female demons
Skeletons
Zombies
Goatmen
Cows
There we have sixteen. Tyrael won't speak or fight, so he'll use the barbarian race slot. I can cut the cows if I manage to get him floating and if I want him to fight. Ghosts will use the skeleton slot.
Could you possible make files with separate races and somehow code them so you get the monsters for each area of each act? I could thing of 16 races for act 1, let alone the entire game. Basically make the game think there are only 16 races when in fact, it was coded to read an area code and find the races that inhabit that area, up to 16 races total.
For that I would have to make 5 different mods with each act. Not too helpful as you would have to export the character, edit it's file to get him to another module, then close the game, open it again with the other act, then import it. Also, the mod would be 5 times bigger in terms of file size, as I would need to copy the textures and models 5 times. And it would require a bit more knowledge in M&B modding of the player, to manage the files.
Possible but not at all practical. I prefer having a limit.
No >_>. The only way to do it would make a new animation, but I don't know how to do these. But I'll probably have to if I want him floating. Bad thing being that the module system used for modding Mount&Blade has a limit of 16 races and I already have them covered. (races having their own soundsets, skeletons and animations) So if I want a floating Tyrael and with flappy wings I'll have to remove the uniqueness of a monster type. Difficult pick.
Gotta work on other models now, I used an entire week only for Tyrael, but there are much more things to do.
I was foolish to think I could release a demo this year.
Anyways, here are the reworked one-handed swords:
Going for the two-handers tomorrow.
So now I can run around wielding the Brainhew:
Also restarted the normal weapons, here's a comparison shot:
Tier 1 and 2 armors are done, the barbarian one is the first tier 3. Qual-kehk's, Greiz' and Kashya's armors done, they'll be followers.
Set items and unique armors are just sketches on papers around here, they'll be totally original, maybe the names are influenced by something else or not. (like a necromancer set named Therion I'm planning, with a Clavicula Nox shaped wand - though that was quite a spoiler)
And yes, my reference for the Barbarian armor is the best one:
Warband. Mainly because of the desert theme that was added, meaning a lot of work made for me. Also there's the items with multiple types feature that was added, see javelins for the zon.
I quite let this thread die, huh. But I didn't stop working, oh no:
Bonesnap:
Necromancer Armor Tier 2:
The barbarian helmets will have to wait a bit.
Also, The Ward:
I guess I can't stop making shields. :sweat:
EDIT: Btw, what's that blue thing before the thread title in the board threadlist?
Make sure you buy Warband and not the vanilla M&B. (It's a standalone expansion anyways)
Do you guys remember the Bverrit Keep?
I'm working for like 6 months already since I learned how to, I have almost normal weapons done (lacking the crossbows), all first tier armors done, a lot of shields, some monsters (not counting the ones I'll remake due to increasing skills), Tyrael, a Pandemonium Fortress model, Duriel model and more. I'm sure I'll find someone to team with.
But if I like doing the text stuff, it'll be even better.
No, the bird and the crown aren't made from scratch, but just edited heraldry. I googled for heraldry and got the ones that looked closer to the original.
And the mod will take a long time to be finished. I'm still doing models and textures, that's like, the first half. Then I'll learn how to work with M&B's module system and put everything ingame.
Paladin shields:
Male humans
Female humans
Barbarian (he's bigger than the others, thus custom skeleton)
Andariel
Duriel
Mephisto
Diablo
Baal
Fallens and Fetishes
Human-sized demons
Big demons
Female demons
Skeletons
Zombies
Goatmen
Cows
There we have sixteen. Tyrael won't speak or fight, so he'll use the barbarian race slot. I can cut the cows if I manage to get him floating and if I want him to fight. Ghosts will use the skeleton slot.
For that I would have to make 5 different mods with each act. Not too helpful as you would have to export the character, edit it's file to get him to another module, then close the game, open it again with the other act, then import it. Also, the mod would be 5 times bigger in terms of file size, as I would need to copy the textures and models 5 times. And it would require a bit more knowledge in M&B modding of the player, to manage the files.
Possible but not at all practical. I prefer having a limit.
No >_>. The only way to do it would make a new animation, but I don't know how to do these. But I'll probably have to if I want him floating. Bad thing being that the module system used for modding Mount&Blade has a limit of 16 races and I already have them covered. (races having their own soundsets, skeletons and animations) So if I want a floating Tyrael and with flappy wings I'll have to remove the uniqueness of a monster type. Difficult pick.
Gotta work on other models now, I used an entire week only for Tyrael, but there are much more things to do.
It'll have it ingame. It's a simple effect to do.
Finished Tyrael, phew.
I've already made it less pig-like. And yes, M&B is quite easy to mod. Just takes patience because it's the text-modding style.
Now, this one took me 20-25 hours:
Sorry for poor shadows, the Wings3D render sucks.