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Topics - Jarold

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46
Suggestions Corner / Jarold's Model Workshop
« on: April 28, 2013, 08:52:56 pm »
I'm using Wings3d and photoshop cs2 with the Nvidia .dds plugin. Not all weapons are here because some weapons have their own threads.

Download here :  http://www.mediafire.com/?1w8ptcynt9c6277     Must ask for permission to use, unless it is going to be used for cRPG.


One Handed Morningstar

I made a one handed Morningstar, its identical to the two hander version but I made it less edgey, less reach ( 70'ish ), and different texture.
It's reach is about the same as the Military pick's reach. UPDATE Retextured, slightly remodeled.

It has two different textures.

(click to show/hide)

(click to show/hide)


Helmets

I was always annoyed by the way the great helmet just floated without a neck so here is something for the neck/

(click to show/hide)
              Just the regular great helmet with a neck coif.


(click to show/hide)
              Just the winged great helmet without its "feathers".



Greaves

Now please don't laugh at my first attempt at an armor piece.

(click to show/hide)


Random Models

Just random stuff that I made while bored.

(click to show/hide)

47
M&B Napoleonic Wars / United Sappers of America
« on: April 28, 2013, 08:27:07 pm »
The USA is an elite group compromised of mainly me, and only me. forever alone 

I can only enjoy Napoleonic wars when building awesome friggin forts in the field for my team. I don't stop to fight unless they're destroying my fortifications with melee. Die building or die repairing, the only choice!

48
Suggestions Corner / Make Bolts 0 Slot and Perhaps Buff
« on: April 17, 2013, 07:11:43 am »
I would suggest making the Bolts ( NOT STEEL BOLTS ) 0 slot and maybe buffing their damage by 2 pierce.

Lets face it, only uber peasants use these puppies and right when they can afford steel bolts, they get em! So why not make them more appealing.

The damage buff may not be necessary but it could help balance the two bolts.

Please discuss!

49
WSE2 Beta / Running DX7 in WSE2?
« on: April 01, 2013, 09:48:33 pm »
I can't quite figure out how to run wse2 in directx7.

50
Total War Series / Can't Launch Medieval II From Steam
« on: March 30, 2013, 06:59:04 pm »
It always says App is already running no matter what I doooo!!!

51
Beginner's Help and Guides / Power Throw Cap?
« on: March 28, 2013, 11:04:40 pm »
I looked around and couldn't find a thread regarding a power throw cap. Is there one?

For example if I was using Throwing Daggers and they required 1 PT would it max out at 5 PT like a bow does with PD.

52
Should I choose an Old Round Shield or a Green Practice Shield?

(click to show/hide)

(click to show/hide)

Is 2 body armor and 82 hit points better than no body armor and 133 hit points?

53
General Discussion / Will old Siege be obsolete?
« on: March 21, 2013, 03:14:20 am »
After conquest has been ironed out will the old siege be gone for good?

I personally like the old siege and conquest a lot. It would be nice if they were just mixed together in the future.

54
Suggestions Corner / :[
« on: March 19, 2013, 09:17:32 pm »
OOPS

55
Beginner's Help and Guides / 100 wpf in Throwing enough?
« on: March 19, 2013, 01:24:06 pm »
I'm going to be a shielder with 4 PT is 100 wpf enough to be accurate and still pick up axes?

56
Suggestions Corner / New One Handed Thrust Animation
« on: March 19, 2013, 04:25:24 am »
The current animation glances a lot unless used with precision and skill. Even then it glances.
I'm suggesting we get a new animation. The animation I would suggest is the one in my video...

http://www.youtube.com/watch?v=N78rT8PguFg&feature=youtu.be

The animation is from NordInvasion, I believe they're open source. http://www.nordinvasion.com/



And yes you can aim where to stab. Also the stab may seem fast due to me having 500 wpf in the video.  :lol:

57
I was comparing the two and they have about the same weight and price. Though I believe the plate shield is better at blocking swords and the heavy round shield is better against axes. So i'm guessing the heavy round shield is a better all rounder. Is there some serious disadvantages to using one of these shields?

I'm torn between the two.  :cry:




EDIT : NVM I actually like the heavy round shield way better.

58
Suggestions Corner / Give Shield Slot Amount On Website
« on: February 27, 2013, 03:52:26 am »
I think it would be a small, nice update for the website. I've always wondered if certian shields take 2 slots. I know you can ask in game or on the forums but why not add it in?

59
General Discussion / Is the cRPG Lottery Worth It?
« on: February 23, 2013, 10:34:11 pm »
I was bored today and bought 500 tickets..... :|

60
Suggestions Corner / How Smoke Bombs Should Work! Code Included!
« on: February 23, 2013, 04:26:09 am »
We all know about the horrific FPS bombs.. I mean smoke bombs. Lets face it they stink, the only viable tactic it has is making someone's FPS drop in a fight. They should be reworked to look more like this...


If they were made like this they should be much more expensive, and probably two slots.

Also if possible make the smoke not a particle effect so that people can't see through it by turning it off in options. ( That might be either really hard, impossible, or dumb. )

http://www.nordinvasion.com/  is where you can get the code or scroll down.


Very big thanks to the NI Dev Huscarlton_Banks!

Jarold smells.

The bombs are actually scripted for teleporting if there's an agent near the landing spot or dealing nonlethal flinching area damage, but that's probably not a good idea for cRPG so I left that part out.

Code: (module_particle_systems.py, think I took this from a magic OSP pack) [Select]
("dummy_smoke_big", psf_billboard_3d|psf_randomize_size, "prt_mesh_dust_1",

500, 9, 15, -0.05, 10.0, 0.2, #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength

(0.1, 0.9), (1, 0), #alpha keys

(0.1, 0.8), (1, 0.8), #red keys

(0.1, 0.7),(1, 0.7), #green keys

(0.1, 0.6), (1, 0.7), #blue keys

(0.0, 5), (1, 15.0), #scale keys

(3, 3, 5), #emit box size

(0, 0, 0.05), #emit velocity

2, #emit dir randomness

),

Code: (module_items.py) [Select]
[(ti_on_missile_hit, [
(store_trigger_param_1, ":agent_no"),
(position_set_z_to_ground_level, pos1),
(particle_system_burst, "psys_dummy_smoke_big", pos1, 35),

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