Be sure to disable the map pack when playing campaign. In the interest of time these weren't added. Where's all the effects like smoke or torches, lights etc.It's worth also mentioning, we're editing existing vanilla settlements, so we're limited in the space we have to work in. There are already alternate designs in place. This is a deliberate design choice to make them appear more medieval than the large open vanilla roads, but pending further testing, you can expect to see them changed in future settlements should it cause balance issues. Like the side of one particular map where I had to remove the walls and replace with something else as they just wouldn't work. If something seems off, it's likely a deliberate design choice resulting from some issue in TEd (Attila's settlement tool). There's some weird design choices, what gives?.No, as said above, we now have a lot of custom models/assets we want to start utlising, so we'll be revisiting these settlements and more with them going forward. Are these the new custom building models/assets?.So now that settlement creation is in full-swing again, we want to start making use of the newer models, hence why just three more settlements were created so there was something to play with while we moved on to more ambitious plans. However, with the addition of -Ghost- to the team, we now have a steady income of new custom building models/assets to use in settlement creation, which greatly put the old ones to shame. This is what you're seeing in the settlements currently with this map pack. With the help of some team members retexturing vanilla assets, I was able to jerry-rig a bunch of vanilla buildings into ones that looked medieval (given we still had no custom models at the time). It was only myself (GearHawk) working towards settlements for a long time, and only last year we reached a point where we had assets to use in creating medieval-looking settlements.
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