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Showing content with the highest reputation on 2014-07-20 in all areas

  1. Fixed the snow wolfie Wolf_Tex.7z
    2 points
  2. - Improved Mesh - New textures
    1 point
  3. I fixed them not being infinite. They cost stone because of the walls around it believe. I am planning to replace them
    1 point
  4. Sorry for being AWOL for so long and promising new pics then never posting them. Just got back from a really demanding job that more or less cut me off from the outside world! Anyways if a new emblem is needed perhaps there are better options than just using the Chinese text for Han? I've been working on this a while back but never got round to finishing it. What do you guys think would this work if I finish it? I also found some pics of ornaments from that period, perhapes we could base it on them?
    1 point
  5. This might be good for reference? Found what appears to be a film set for Han dynasty period films.
    1 point
  6. Every 5 seconds seems too little, but something similar could be used. In my wc3 mod I have slaves with degenerating health, and at some low health point they rebel. Then each rebelled slave caused (removed for now) rebellion to other slaves nearby with just one hit. It was funny to see your entire mining or lumbering team go neutral hostile (gaia equivalent) in 2 seconds and attack anything in sight, I might re-add this. If by any chance it's implemented this way in 0 AD, it combos nice with healers. A preacher healing/oppressing/whatever your slowly dying slaves makes for a more effective gather team than normal workers.
    1 point
  7. I completely agree with that, i.e. very hard = hard + cheating. This allows the player to explicit agree with giving the AI an "unfair" advantage.
    1 point
  8. Should be fixed in commit: https://github.com/0ADMods/han_china/commit/a95946478ca54d68317c048be775a96aba01a0d3 Thx to Lion and auron. Wrong reference of a non-existing cavalry archer which should have been cavalry crossbowman.
    1 point
  9. And we won't get a large competitive scene if there are too many complicated mechanics like this which require thought to figure out. We have enough resources to worry about without needing to add in a "luxury" resource. Especially one which cannot be actually gathered. It's almost like EXP in AOE3 except not really, twice as annoying, and not as well thought out (no offence, i just mean if something isn't in the game design at the start, it's not worth adding it later. it will take much longer to balance and implement than if it was planned addition)
    1 point
  10. Slaves could be bought at the market instead of being trained and be a percentage of killed ("captured") units from a global pool, or only the enemies killed by each player or team. Or they could just have a fixed limit, increaseable by techs. They would make the rank techs more viable. Some civs (seleucids only?) have some unrankable citizen soldiers trained only from the CC. This could work for all civs I guess together with your idea for buffing either them or slaves according to each civ. But it could also be an overkill with similar versions of the same units. Mercenaries indeed could work this way. They could use some more differentiation besides resource costs, and they're soldiers, not workers (with some exceptions like those granted land for service).
    1 point
  11. Guys, take a look at this Mayan Cenote I created. Im going to make a map that resembles the mayan world. Please let me know if you wish to try it out when its done. meanwhile check out my "Valley of the kings" or "The cove" These are some maps Iv been making. Thanks
    1 point
  12. The transparency guide I wrote is just for displaying in blender a preview of how it will look ingame. (Also for Blender Game Engine and rendering in blender internal [Cycles needs a different setup with nodes]) Once you finished your models and they're ready to import them in-game, you'll see how we "tell" the engine which parts use transparency UV unwrapping. Yes, It's tricky. It's one of the fields I learned a lot working for 0 A.D. and being limited to use only one UV coordinate. I thought on making a tutorial (hopefully a video-tut) explaining some of my techniques to UV unwrap. But I usually spend my free time working on 3Dmodels/textures for the game I'm not giving you a tutorial now (actualy yes, about UV overlapping ), but here are some nice tips (quoted for easier reading): -UV overlapping technique for texture tiling within the texture space. I use this technique for tiling a texture within the texture space. It's hard to explain, but I'll try anyway. 1.- Mark seams and unwrap the mesh. look for an edge loop that is almost straight and around the middle of the UV island. (Alt+right click to select the whole edgeloop) 2.- Rotate the UV island until the edge you selected is almost vertical on the UV editor: 3.-Scale the selected vertices on the X axis until is totally or almost a straight line. Key "S" for scale, "X" for scale on the X axis, and number "0" if you want them totally straight. (may cause a tiny bit of distortion, but it's ok) Once it's aligned, with them still selected, "Shift+S" => Cursor to selected. And the 2d cursor will snap to the vertical edge selected. 4.- Select the 2D cursor as the pivot point (left image). Select the right (or left) side of the UV island and hit "S" to scale, "X" to scale on X axis, and on the num pad hit "-" (minus) and number "1". This will make the right part of the UV island to overlap over the left "bending" on the straight line we accomplished. This is the result: Pros: You avoided a seam and there's more texture info (texels) per polygon (more detail) Contras: Depending on the texture, UV overlapping (or UV mirroring) is more noticeable. If it's a complex mesh you may get noticeable stretching. Practice makes perfection.
    1 point
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