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(M&B Warband) Radiant Cross Camp

  • abhuva
  • October 26, 2011 at 6:16 AM
  • abhuva
    • October 26, 2011 at 6:16 AM
    • #1

    Hello, my first post here...

    I am currently working with a great team for a total conversion mod of Mount&Blade Warband, called Prophesy of Pendor.

    One of the levels i did lately was the so called Radiant Cross Camp, its a fortified camp hugely inspired by roman-camp architecture.

    Its the home place of the Radiant Cross which is a knighthood order specialized in medic.

    This scene is mostly meaned for visiting, NPC interaction and serve as a quest-hub as well as beeing sieged once as part of a quest.

    We are currently using mainly assets which get shipped with the game, so no custom assets.

    I did the research, layout, prop-placement, as well as the AI-scripting.

    Overview with people walking etc...

    Quote

    [Blocked Image: http://img132.imageshack.us/img132/1458/radiantcross13.jpg]

    Archers training session

    Quote

    [Blocked Image: http://img695.imageshack.us/img695/200/radiantcross12.jpg]

    A close up from the garden area

    Quote

    [Blocked Image: http://img822.imageshack.us/img822/3137/radiantcross14.jpg]

    Looking forward to critics and suggestions =)

  • cincinnati
    • October 26, 2011 at 3:04 PM
    • #2

    from the perspective of roman camp architecture, you might want to make the decumanus more prominent by aligning passages through the [forum structure] along it, getting you a line of sight clear through the fort in both directions.

    if not absolutely historically necessary, it will at least make the spaces more interesting.

  • 2d-chris
    • October 26, 2011 at 5:57 PM
    • #3
    Quote from cincinnati

    from the perspective of roman camp architecture, you might want to make the decumanus more prominent by aligning passages through the [forum structure] along it, getting you a line of sight clear through the fort in both directions. if not absolutely historically necessary, it will at least make the spaces more interesting.

    PS - good stuff and welcome

  • abhuva
    • November 22, 2011 at 6:33 PM
    • #4

    Thanks for the warm welcome =)

    Worked a lot in the past weeks on scripts etc for this scene.

    Some stuff i could change, other wasnt possible (mostly team-decisions) - like the middle building for example.

    Tried to use a lot of vertex painting to make the ground less repetitiv, but for me it seems its very subtle.

    You notice it when its gone, but you didnt notice it that its there...

    Anyway, we finished this scene, there is still stuff i would love to see improved, but a lot of other work is waiting - so i call it done now.

    If anyone is interested, here is the link to our recent preview video wich shows of this scene.

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