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Showing content with the highest reputation on 2014-08-04 in all areas

  1. Drew the concept so I'll just kick it off! Some notes: * This Blacksmith incorporates a blast furnace, which is the stone platform with the wide chimney like thing. The Han was the only culture that uses blast furnaces to make tools and weapon parts out of cast iron in this timeframe. * The mechanism on the right is a human "hamster wheel" that turns a pole which pushes down a bellow with the studs on it. The wooden counterbalanced crane pulls it back up. During the Han these where often powered by water but I went for man power for obvious reasons. * The pool in the middle is where they pour molten iron in. * At the bottom is a crate of molds. References used:
    4 points
  2. Okay I managed to get the post processing settings running and the map looks much much better thanks! As for the textures , I undestand what you mean ,but I felt that the Galazia Thalassa map didn't require a mix of textures.Here are some images of a map I am currently making , using different settings and a mix of textures and props.
    3 points
  3. Hi everyone, The fogging system, that allows hiding the changes to building in the Fog-of-War, has just been added to the svn version. (r15612) This change is a huge change, and even if much work has been done by the devs to limit the number of bugs, there can be some remaining issues. So I open this thread to collect any feedback or bug reports about the feature, to centralize everything. I'll be off for holidays soon, so this is to make sure I'll take care of every report! Also, any suggestion is welcome. I am already aware of some issues I decided to put aside for the moment, I will correct all that as soon as possible. The associated Trac tickets are the following: http://trac.wildfiregames.com/ticket/2709http://trac.wildfiregames.com/ticket/2710Thanks in advance for your participation, and enjoy playing without knowing what your enemies are preparing!
    1 point
  4. I still remember those old days back in 2013 when I first enrolled the Millennium A.D. project. How time can fly! Today I'm happy to write the first Development Update ever. We're still busy with the first Civilization. These are the Vikings. They're starting to take shape with some cool buildings and ships. The buildings and ships are modeled by our 3D artist Stanislas69 and a couple of concepts are drawn by Le Druide Gaullois. Buildings and ships Here are a few screenshots: Balancing and gameplay Balancing, implementing different gamestyle and fixing are mainly done by thamlett and niektb. The Vikings play differently from other civs and require adaption from the players, which is nice in our opinion. Emblems and logos The Civilization emblem is made by niektb and Lion.Kanzen, the Millennium A.D. logo is created by Lion.Kanzen. Sounds The soundtracks are created by Antti Martikainen. You can find more of his work here: http://anttimartikainen.bandcamp.com/ and https://www.youtube.com/user/AJMartikainen This is the theme song: https://www.dropbox.com/s/ml6p6pvouybx8vp/To_the_Ends_of_the_Earth.mp3 So far, so good the updates for now. We're grateful for everyone that helped us this far! We'll keep in touch!
    1 point
  5. I finally posted it over there at ModDB. Sorry for the delay, this release time is quite hectic, I try to finish things. http://www.moddb.com/mods/millennium-ad Thanks for the write up. We'll soon have more development power and will also throw in the Early Medieval Japanese after the next 0AD Alpha release. Really nice island screen. The vikings still live quite humble but well, they spent a lot of time on the seas anyway, did they?
    1 point
  6. Although one type of texture doesn't necessarily look bad, multiple types (if applied correctly) create a far more interesting look. Compare this one with one type of cliff texture to the second with multiple textures: Check the Sporades Islands Skirmish map for a few good samples of texture usage: For the Post processing settings not working, it is likely that you need to enable them in a config file first: C:\Users\[username]\AppData\Roaming\0ad\config\user.cfg Set the following options to true: gentangents = "true"particles = "true"postproc = "true"preferglsl = "true"showsky = "true"
    1 point
  7. Well, only for random maps ^^ And I may have to adjust it to fit the engines passability detection since it might be weird if units can walk on some parts of cliffs and can't on other parts. For now it's just for texture placing. (Still work in progress) Oh, and forgot to append the RMS: RealisticTerrainDemo2014-8-3.zip
    1 point
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