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Showing content with the highest reputation on 2014-02-09 in all areas

  1. Hi, I would like to donate my work but not sure how to do it. I posted my agreement here http://www.wildfiregames.com/forum/index.php?showtopic=16802&page=3#entry284851 That's what I can donate as follows: http://imageshack.com/a/img28/5460/8yp9.jpg http://imageshack.com/a/img823/9340/wbct.jpg http://imageshack.com/a/img163/5443/citiesd.jpg http://imageshack.com/a/img854/964/p2ko.jpg http://imageshack.com/a/img716/3900/xi19.jpg http://imageshack.com/a/img560/5510/945z.jpg http://imageshack.com/a/img855/8864/87xy.jpg http://imageshack.com/a/img36/1195/62cc.jpg http://imageshack.com/a/img716/4789/jqfr.jpg http://imageshack.com/a/img835/7593/17cl.jpg http://imageshack.com/a/img32/1771/krxo.jpg http://imageshack.com/a/img33/4862/y6mz.jpg http://imageshack.com/a/img809/115/y7oa.jpg http://imageshack.com/a/img513/232/jug9.jpg http://imageshack.com/a/img339/2330/athenscolourclouds1.jpg http://imageshack.com/a/img844/43/athensclayclouds1.jpg
    1 point
  2. Hi, I'm going to share my workflow for texture creation within blender. I developed this technique while working in WFG and the need to make custom textures by myself in a reasonable timeframe. (This is a How-to post not a tutorial ) This may be helpful if you're a better modeler than a texture painter like me. The process is like this: I made a .blend file which is basically a camera in orthographic view mode (without perspective) that is pointing down, a plane which is exactly the same size as the camera and a sun lamp to get some shadows in the texture. With this setup, when you make a render, the square plane will fill all the render image. Once you have modeled whatever you want to be the texture, you can use the plane that fills the whole camera view to bake normals, ambient occlusion, displacements... whatever. You need to have some basic knowledge in blender to know how to apply textures, modifiers, etc.. so you create the scene textured, and you render to get the texture that will be used (preferably for 0AD lol) In this video I show the final scene of how I made a test texture for an elephant howdah. The bricks are just cubes that have two subsurf modifiers (that makes them smooth), displacement modifiers (that makes them bumpy) a desaturated leather texture that makes them grey and a rusty metal texture that makes them dirty. The wood is a single plane with a wood texture, and little details are modeled with a metal material. After rendering the scene and check the texture, I use the plane to bake the normals selecting all the geometry I want to bake, select the plane last, create a new image to bake the normals, and baking them with "selection to active" checked. Since the plane has the same ratio as the camera, the normal texture matches the rendered texture. Here's some links to pages with licenses compatible with 0 A.D: http://www.texturemate.com http://agf81.deviantart.com/gallery/ http://opengameart.org/users/yughues I also used this technique for creating textures for units. The trick for units is using a background image with an existing unit texture, and modelling only the "new parts" placing them following the background image as reference. Then make the render with transparent background, and use GIMP or photoshop to add the resulting rendered texture in top of the base texture. Here's an example of the blendfile I used to create Ashoka's texture. I used Cycles renderer instead of blender internal because it works better for metallic reflections (but is harder to make a good light setup). Here's the blendfile ready to model the contents of the texture and render it. Blender texture creator.zip
    1 point
  3. No. If you looked closely in a profiler, you would notice a difference when range queries are at their worst (but we need like a 10x improvement there to matter, which you won't get by hardcoding all kinds of limits in the data structure). I would actually love to kick that change to the curb, it's been in the back of my mind for a while now.
    1 point
  4. I have a proposition for the Phoenicians: I think that we should include some features of nearby city-states (Mari, Ebla, Ugarit) that weren't necessarily 100% Phoenician but rather were ruled by other local Canaanite tribes. For details, see this documentary: http://www.youtube.com/watch?v=_5oY_lIoOWk Also, as for the heroes: I agree that Hiram would be a great choice! Also Pygmalion (or Pu'mayyaton) http://en.wikipedia.org/wiki/Pygmalion_of_Tyre and Abdi-Milkutti http://en.wikipedia.org/wiki/Abdi-Milkutti both of them seem to be among the greatest leaders of their Phoenician City States
    1 point
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