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Showing content with the highest reputation on 2013-11-22 in Posts

  1. Hi, this is my concept for the Ptlomies Corral; I was based in "LordGood" concept but I thought that the ones he draw have some historical issues (poor people didn’t build second floors for their structures) also I change the mud brick fence for wooden because the ticket says so. Comments are welcome for changes or to start in the model. Thanks
    2 points
  2. I suggest you see other Ptolemaic Buldings in game, keep in main low polygons. There are the scale and proportions. * 5x5 - Civic Centre (Village Centre=>Town Centre=>City Centre) * 2x2 - House * 3x3 - Farmstead * 3x6 - Field * 3x6 - Corral * 3x3 - Mill * 1x1 - Outpost * 1x4 - Wall Section * 1x1 – Tower * 1x2 - Gate And you can see some good details in the trac. http://trac.wildfiregames.com/wiki/ArtDesignDocument
    2 points
  3. I LOVE Starchip troopers, specially the first one is awezome. I love 90s science fiction movies. Hres is nother movie i like from the sam genre (90s sci-fi): http://www.youtube.com/watch?v=WFMLGEHdIjE
    2 points
  4. qBot is no longer maintained and will be removed in a future release, basically we are going to focus on a single AI (Aegis). The reason is that as we add more gameplay features, they require updates to the AIs, and that is complicated by having more than one.
    2 points
  5. Last updated 08/03/2018 This thread is to keep track of the Art tasks that needs to be done and who is working on which one. Keep it clean, post only when you are going to start a task and when it has been finished and approved or commited by someone of the team. - Do not post suggestions. Create a new topic or use any suggestion thread. - Do not post Wips. Create a ===[TASK]=== thread on the Art forum for this matter. - Do not post references. Use the relevant task thread. - LEGAL WAIVER: Please read this before contributing and abide by it. *We can't assure that your models will be used for the final game, and we n 're also looking for a certain quality level, don't get upset if your model doesn't make it into the game, practice is the best way to improve. Useful links: How to Import/export assets and bake AO maps in Blender3D Blender 3D UV unwrapping tips How to export animations from Blender3D to 0AD Tips & requirements of the engine: - Approx triangle count for buildings: small 2k-5k, mid 4k-6k, big 6k-8k, wonders 8k-12k. - The engine uses .DAE (Collada) format for models and animations. - The engine does not render double-faced polys, so if you want a polygon with both faces rendered, you need to duplicate it and flip the normals. - The engine does not tile the textures like blender does, so when UV mapping, keep the UV islands within the texture space. - We use two UV coordinates, one with overlapping UVs for diffuse, normal/parallax and specularity and another non-overlapping for AO maps. - Building models need to extend below the ground (-Z axis) because it can be visible when the building is constructed in uneven terrain. - To get the correct scale it is very useful to import a building from the game into blender as a reference. SIMPLE TASKS ESSENTIAL TASKS BUILDINGS UNITS UNITS ANIMATIONS OPTIONAL TASKS BUILDINGS PROPS ANIMALS FLORA GEOLOGY UI Portraits
    1 point
  6. Hi, I thought the indiegogo donations was going towards paid development, but I haven't heard any news since then. Whats happening with our donations?
    1 point
  7. This is sad news, it will delay the game at least a little bit. But it's your choice and job anyway. Btw I loved your Diadochi mod for RTW (you're the same Redfox right?).
    1 point
  8. You need wait for p2 we can have expansion and DLC content, so keep in mind that ideas. For now we need bring more use and proposes that the game an better or best to bring more users. Try to play some RTS to think how can improve the game keeping in mind optimization and micromanagement limits.
    1 point
  9. Sure, no one is working on it at the moment. I'll update the list. You have two nice corral concepts by LordGood in the "ptolemaic structures" thread.
    1 point
  10. Well, bridges would still be terrain-modifying. They'd just do it automatically instead of you having to manually adjust terrain. Walkable meshes are a lot more difficult, and require tight interaction with the pathfinder. And roads won't be postponed, but completely disabled. Jump Point Search, the pruning algorithm that is used in the new pathfinder (which is under construction) needs that travelling happens on a uniform grid (a grid where every movement is equally fast). We can have speed bonuses or puhishments for certain areas, but the pathfinder won't see those. So the pathfinder will never decide to follow a road, and doing it manually will just cause way too much micro. Things like "speed bonus on enemy terrain" can be made possible, as it doesn't matter if the pathfinder ignores those (normally you don't traverse a lot of terrains).
    1 point
  11. Two of my favorites, Starship Troopers 1 & 3. Militaristic humans vs allien bugs for some of the best socio-political satire I've seen. The original book though is promoting militarism so they became confusing for many people.
    1 point
  12. Well, this is not true. This is a side effect of the name chosen, but it is not a reason why the game is named that way.
    1 point
  13. The design document just includes what units, buildings and bonuses the civ has (based on historical information). There are examples of design documents on the wiki (http://trac.wildfiregames.com/wiki/Civ%3A_Ptolemies http://trac.wildfiregames.com/wiki/Civ%3A_Spartans ), but it's the content that matters, not the style.
    1 point
  14. IMPORTANT! Please read before posting! Is posted at the top of this forum for a reason In other words, it's a known issue, nothing to worry about unless you have the skills to implement it
    1 point
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