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Showing content with the highest reputation on 2014-10-11 in all areas

  1. Still needs some UV-mapping and stuff. It was a bit hard to find good references from above, so I'm not 100% sure about the overall shape.
    4 points
  2. I always thought the citizen-soldier was one of the best features of the game. Always hated how, in RTS games, you'd often find you need to kill off a bunch of workers late in the game so you could make more soldiers. This way makes much more sense to me.
    3 points
  3. Agreed. This thing is what happened in real life too. Going to war was a bad thing for your economy, unless you won the war and brought home lots of booty and land. Even then, it would take your economy a long time to "process" this new wealth, so during the war a kingdom's economy would suffer greatly while its able body men were away. That again is why I like the difference between men and womens in this game it is not sexist one bit. Men and womens had real roles in society and while the men left off to war the womens were left to hold down the home front so to speak and tend to the farms, shops, etc.
    3 points
  4. I'm watching as do the buildings look like Mesoamerican buildings, you see what I failed yet(My English is very bad) And I made a building that has nothing to do with mod
    2 points
  5. Today I redownloaded the prealpha 1 version to see what was the curent state one year after the game was opensource. Actually I expected it to look much worse than this. I also notice that some items were removed, And I wanted to know if you saw also things that were there (Even broken by then) that would still be nice to have. Exemples : The trigger tab, the ability to load maps anywhere from atlas, I also like the way units info are displayed, Since we are talking of restricting the ability to build settlements the 3rd image at the top would be niceµ.. I also love the celt scout tower, but that's just me.
    2 points
  6. I've recorded a tutorial commentary on early game economy, which might be useful to new players or those struggling with it. It also doubles as a chance for you to mock my terrible English and newbie self-recorder's anxiety:p. Feedback is very welcome:) It's on current SVN, which should be exactly the same with the upcoming Alpha 17 release.
    2 points
  7. I'd say, Citizen Soldiers are one of the key elements that make 0 A.D. unique. New players complain about it as they expect a distinct soldier and citizen unit. Not a combination of the two. That doesn't mean there is no room for refinements but I think the idea itself is good. (Also gameplay-wise)
    2 points
  8. Plus, Citizen/soldier system is imho something huge for the variety it adds to the gameplay: whenever you feel like you have to switch men from economy mansion, to military, you're making a huge decision for you're game. How many of them should you switch? Is that "military thing you have to do" worth the suffer your eco wil get from actually doing that? This system adds a lot of depth to the game, and that's what imho makes an rts an RTS.
    2 points
  9. Yes, it is, but I used the spec map as specular color and mixed it via fresnel/ior. The gold is in the diffuse color, but there is also a white in the spec map. The effect is, that mostly the glossines is chosen, which appears to be gray because of the environment. I fixed it, by multiplying the spec map with the diffuse map and using the result as input for the Glossy shader. This results in colored reflections, which is correct for the metals but incorrect for the non-metals. I'd need a metalness or specular color map to be physically correct, but I don't have one It's just a fast done shader for showcase, so there is no need to create extra textures just for this purpose. And I'm currently working on the pediment texture
    1 point
  10. @stanislav Thanks, but unless the photos are near vertical, I can't do much else than to eyeball the sizes, which is what I've tried up until now. @enrique If you get some profile reference shots (and, preferably top or front view), that would speed up the process. Photos at even a slight angle are difficult to work with. Edit: Wolfhounds was easy to find, thanks to all the dog owners who just looove to show them off at dog shows. Perfect. Mastiffs are quite varied however, so I need help there. I did some tweaking, and unwrapped it. I'm calling it done now. Technically, this is a female shark, since I didn't model the two dicks (yes! there is two!) greatwhiteshark.zip
    1 point
  11. You have material layers in Blender 2.72. Assign a material to the fox, switch to texture paint mode, go in the Toolbar to the tab called "Slots".Here you can choose, on which layer you want to paint and you can create new layers.
    1 point
  12. Niektb that's looking awesome, man. You're getting really good at texturing! Very sharp and clear details, the only thing I can think of to improve them is adding a little stronger wrinkle shadowing, it's a bit soft right now. Keep it up!
    1 point
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