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Showing content with the highest reputation on 2016-05-28 in all areas

  1. Hello everyone, first time posting here. First of all, congratulations for this marvellous project. Here is my first contribution, hope you like it, it is my first rig/animation in blender though, so probably it needs a lot of tweaking. I would like to see how the wings are renderer in the engine as it may have problems with back-faces shadows at the wings. If you want to see it in real time and with its animations just follow this link: https://sketchfab.com/models/ed6c4ea1a4464b77a1e14891b897879e Regards! EDIT: Can we use alpha for the textures? The wings and tale would look much better with feather shapes :/ parrot.zip
    3 points
  2. Introduction Basics Beginner Advanced Expert Changelog
    2 points
  3. @Palaxin Very nice! I added a link in the Heightmap Import section of the Atlas Manual. If you want you can extend that section yourself if you feel some informations are missing there EDIT: I wonder though if anyone could make a living with that "Pro" hints ... for that's what "professional" means AFAIK ^^
    2 points
  4. In my opinion, if we really want to focus on readability the best option would be a "toggle" button, this would make the actual terrain always the same color (instead of depending of the biome texture) this way you could set the ideal colors for everything without having to accommodate the minimap scheme to be readable on all possible biome map terrain colors.
    2 points
  5. A falcon would also be nice, certainly the kestrel has a nice flying pattern, where it can stay totally still in the air to spot a prey, then take a dive and move on. I wonder how well this could be scripted, but it would be a nice challenge for us. https://en.wikipedia.org/wiki/Kestrel
    2 points
  6. Here is a new version (it's not very different from Scythetwirlers' except for some texture tweaks in the lake) map_Dueling_Cliffs.zip
    2 points
  7. Ok, will do Eagle and Falcon before create the Indian parrot. (I think I will get those quicker) Here is the parrot using texture with alpha though. Also, you can see it here: https://sketchfab.com/models/ed6c4ea1a4464b77a1e14891b897879e Cheers! parrot.zip
    1 point
  8. That's the why of the toggle. It isn't the ideal map type to play, but it is meant to locate resources that could be difficult to differentiate because of the terrain colors. IIRC the AOE had a toggle to switch between resources/military/somethingelse excluding all other things (map colors didn't change, but all other things in the map disappeared) I think we should aim to something similar.
    1 point
  9. Ok I posted the guide here. Just need to add some graphics to make it more interesting... @FeXoR more Atlas features for height manipulation would definitely help. Both at heightmap import and afterwards...
    1 point
  10. I'd say the notification square is the most important part. RoN did have a busy UI.
    1 point
  11. Lordgood, will you keep the temple-like building for the dock? Personally, I like it...It gives a sense of luxury/refinement fitting the hellenistic period...
    1 point
  12. Here's a start for Pali speach Master/Lord : Sāmin Command : Āṇāpeti Certainly : Āma Ready : Uṭṭhāyaka Very well : Bhavati Attack : Akkamati Build : Kappeti Wood : Phālaka Hunt: Migavā Fisherman: Macchika Repair: Pākatikaŋ karoti Cultivate: Ākassati Mine: ākara Work: Abhisankharoti Heal: Tikicchati March! Abbhuyyāti! Butcher (killing cattle): Ghātaka Fight: Padahati All the verbs are in the infinitive, as I don’t know how to conjugate them.
    1 point
  13. I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license.
    1 point
  14. @Burzum A small correction: the hoplon is yes, the hopolite's shield, but the aspis is the smaller, Diadochi phalangite's shield.
    1 point
  15. In this topic, I merely want to ask if the seleucids are going to have their own music theme?
    1 point
  16. Then you're in for a baaaa-d time. gah, sorry
    1 point
  17. I want to suggest some new combat and gameplay mechanics (I'm not sure if I had suggested these two before, but I posted something about the wounded-walk animation on the new unit mesh thread several days ago) 1.) Critical hit and Stumbling X% chance for a unit to perform critical hit, charge attack doubles the chance for a critical hit. Units that are hit by a critical attack will stumble and won't be able to attack for a couple of seconds, until they can stand up again (Stumbling animation needed) -Cavalry units can also stumble infantry units (Infantry units in a tight formation like testudo, phalanx and shield wall had lower chance to stumble) -These can be seen in Total war series' fight scenes, where the battles look more alive because of the causal stumbling of units. 2.) Wounded walk The walk animation of units with lower than 25% hp will switch to a wounded walk animation, unit speed also decreases by 50-75% - Wounded unit rescuing will be harder - Retreating becomes more crucial and can cause higher fatalities. -The only RTS that I remember using this mechanics was Battle Realms. I hope you guys find this suggestion interesting, it can add flavor to 0AD's combat system.
    1 point
  18. Please no, half the UI in Rise of Nation didn't serve any useful purpose and just took up the screen.
    1 point
  19. well, more is better than less... and i think that this tile could be used for fun in custom multiplayer maps, where people shouldn't search too much the historic accuracy
    1 point
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