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BrynnOfCastlegate

0 A.D. Art Team
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Everything posted by BrynnOfCastlegate

  1. It is the end portion of the same logo animation. I cut off the start because I thought it might be better to have the logo displayed immediately for the banner. It would be just as easy to use the full animation if you think that would look better, though. --Brynn
  2. The icons at the end are the same ones we use for the end screen of the trailers, so I assume they are fine. --Brynn
  3. Here is a draft of a Facebook banner video: Let me know if you've got any further ideas to improve it. Keep in mind Vimeo is upscaling the video, which is why the quality looks poor. --Brynn
  4. Hi! I could probably help with this. What sort of video are we looking for (battle, scenery)? One scene that loops, or several scenes? --Brynn
  5. 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 licence. --Brynn
  6. Hi! These are some lovely screenshots! I think it would be fine to show some screenshots with the sky in them; even though it is not the normal view, it is in the game. We should have a variety of angles in the shots. Great work! --Brynn
  7. Hi! Can YouTube subtitles be positioned anywhere besides the bottom of the screen? Can they use different fonts? I am concerned that using subtitles would not look nice with the video. Also, a separate file for viewing anywhere besides YouTube would need the text. Perhaps we could leave the text on and add subtitles in multiple languages in addition to it. Regarding in-browser video playback, Windows 8 now includes flash automatically. --Brynn
  8. Thank you! Have you had a chance to look at the slightly modified second video on Vimeo? I uploaded it in place of the first version. If you like it, I can put that one up on YouTube as well. --Brynn
  9. Hi! I'm sorry I haven't been around for a bit, but the internet has been down. I am almost done with the resouces video, so hopefully that will be up soon! What sort of videos do you want for the reports? --Brynn
  10. Thank you! I am glad you like them! I am now doing one on gathering resources and constructing buildings. I am honoured. That would be fine to put the videos on the Youtube channel. Thank you! --Brynn
  11. These look very nice! I like the way they look really painted by hand. I can't wait to see them in the game! --Brynn
  12. Hi! The files used in the game are 128x128 images found in ...0 A.D. Alpha\binaries\data\mods\public\art extures\ui\session\portraits\emblems I am not sure if there are higher quality versions around. --Brynn
  13. Thank you! That is perfect! I think Atlas with the big screenshot is the best way to do it. Thank you for your help everyone! --Brynn
  14. Thank you! I agree that there should be several "levels" of video, from basic to advanced. I am going to start on one about gathering resources and constructing buildings next. Also, if someone wants to record narration, I could try inserting that into a video. --Brynn
  15. Thank you! I actually haven't got that many screenshots. The one in the banners was from a weekly update showing off new effects (any idea when we can get these in the game?). I will have a go at the box art next. I like the way you are going with it! --Brynn
  16. Thank you for your tips! I did not realise I could paint the ground black in Atlas; that almost gets the sort of thing I was looking for. The main thing is the camera pitch. The game controls for pitching the camera do not seem to work in Atlas. Is there a way to get a lower angle on the camera? Feneur, did your model already have texture when you imported it to Photoshop? When I do it, the model has no texture (it is white). You're probably right that it is too difficult to do this way! --Brynn
  17. Thank you for all your kind comments. I am glad you like it! Certainly! That would be great! --Brynn
  18. Does anyone know if it is possibe to render a unit or structure from 0 A.D. in Photoshop? I discovered that Photoshop Extended will open the .dae model files I found in the art/meshes folder, but I do not know how to texture them. I see textures in the art/textures folder, but which ones go with what models? How do I apply these in Photoshop? The reason this would be useful is that I could render large images of the game elements on transparent backgrounds, which would be very useful for creating box art, promotional images and such. I have never done 3D modeling, in Photoshop or elsewhere, so I am not sure how it all works. If anyone can help, thank you! --Brynn
  19. Hi! I just found this discussion, so I put together some ideas for the banners. I would like to have a nice image of a soldier (on a transparent background) to put on the left of the larger one especially. Let me know what you think! I am looking forward to seeing the updated box art image, too! --Brynn
  20. Hi! I've finished a tutorial video for the camera controls and unit selection. Let me know if you like it! --Brynn
  21. Hi! I am sorry about the long delay, but I upgraded my software, which is always a bad idea for productivity! I am almost done with a tutorial video for the camera controls and basic unit movement. Hopefully that will be ready in a few days! --Brynn
  22. Hi! I have been working on some tutorials on the 0 A.D. camera controls. Here is a sample: It is not narrated, as I haven't got a good microphone. Do you think the style is good? Of course, other clips would follow this one with more camera controls. --Brynn
  23. Hi! I updated the CD art so the soldier only appears in one quadrant. Is there a high resolution version of the main menu images somewhere to use for box art? I found the images in the game files, but I need higher resolutions for printable box art. Thank you! --Brynn
  24. Hi! I was recording some footage for tutorial videos and I noticed something about the unit voices. There are variations in pitch that exist for the same phrase, which is good, as it sounds like different people. However, these variations are applied to the same person, one after the other. For instance, I click a unit, and she responds in a high voice; I tell her to go somewhere, and she responds in a slightly lower voice. The next unit I click does the opposite: first a lower voice and then a higher voice. This makes me wonder if I am speaking to one person or two! Is there any way to only use one pitch in related interactions with the same unit? Obviously, it is silly to try to assign an individual voice to a certain unit for the whole game, but at least not having one person use different voices right after each other would be nice. --Brynn
  25. I could help with video tutorials if you want. Would this be for things like selecting and moving units, gathering resources, attacking, etc.? --Brynn
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