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Showing content with the highest reputation on 2014-12-08 in all areas

  1. Hello,I have decided to update 3d model of the Etruscan temple and re-UV it for texturing. I've got good results, I guess what poly count can be reduced even more by removing tops of two middle columns which in any case will not be visible to the player.So far I've got: Reduce poly count from 8,723 (16,419 triangles) to 2,840 (4,674 triangles) New UV map with more texture space for the top part of temple I am going to tweak the UV map to reduce space for statues as far as in any case the current space not looking very promising and instead to give more space for objects on the roof. After, I will make texture for it.
    4 points
  2. s0600204 has added support for the mod in his online tech-tree visualization. You can check it here. A couple of things might not be accurately displayed (I don't currently have the time to validate on what end the issue is, but in general it's a nice and very usefull display).
    2 points
  3. Both of these tile, or they should anyway. Boy, this semester's been a rough one.
    2 points
  4. wooee, one of my professors actually let me do this one for a grade.
    2 points
  5. Hi all! I'm glad to take part in this forum, I like the Age of Empire game and its sequels (my secret talent is modeling ).
    1 point
  6. Or right now as I enabled it already Real people can be given these benefits sooner, spambots should hopefully never get them So in other words: Genrih -- feel free to send PMs (private messages) if you want to
    1 point
  7. That's great, thanks for adding the mods including mine:)
    1 point
  8. Actually human perception works exponential. The step from 0.33 to 0.66 is like doubling the difficulty or plus 100%, while the step from 1.33 to 1.66 is mere 25% increase.
    1 point
  9. Ignoring most of your post, but I have to answer to this part: Commits including code you contributed (full listing): r15150, r15677, r15699, r15868. There are some patches on trac that were applied (and are in the above listing), or they did get a review and weren't improved and thus aren't going anywhere, or the ticket was just invalid. Yes, commits can be reverted, but patches can be improved before they are committed and as can be seen you didn't do that. Code contributions (patches) say more than long forum posts and judging from yours your demand for source access, the demand for getting an answer in less than 8 hours, and the above rant some 3 months later is presumptuous at best.
    1 point
  10. If we allow the AI to cheat, I would like that to be it's own difficulty. In other words, if "very hard" cheats, than "hard" should be the same, just without the cheating. The cheating advantages should include Line of Sight visibility in addition to resources. Right now, I think all AI's have full LOS, but that will change eventually.
    1 point
  11. Awesome work LordGood. Composition and colors are very appealing. I wonder if they can be separated in two or three layers to make them scroll like the main menu now to give some 3D-depth impression.
    1 point
  12. Wish I could draw like this
    1 point
  13. I took my sweet time putting the recording together, but I don't think I want to work on this anymore xP
    1 point
  14. As some of you may have noticed, we've created some new structure and technology icons over the past few Alpha releases. Below we'll give you some insight on how these icons come to life. The icons themselves are created at 128x128 pixels or larger, but must remain recognizable when scaled down to 40x40 pixels when used on the game's user interfaces. This need for scalability means the full size icons must have high contrast colours and sometimes include exaggerated shapes, otherwise they will fade and blur too much when scaled down. A few of you have asked how I create icons, so above is an image showing how they can develop from a concept sketch to the finished icon. The handcart technology icon started as a very simple 3D model created in Blender, with texturing applied to a render of the model using Photoshop (GIMP can easily achieve the same result). The Military Engineers icon (above right) started out as a quick rough sketch on a piece of paper which was then scanned and then textured over using Photoshop. Above are some of the new structure icons we've created over the past few months. Many of these are simply higher-definition versions of icons that have been in 0 A.D. for many years, while others are for new buildings or have been redesigned completely. Technology icons such as those above could eventually appear in Tech/Structure trees. Here's a Structure Tree design concept: Ideally this will evolve from a static design concept into an online interactive Structure Tree that updates itself whenever changes are made to 0 A.D. Last but not least, here are some animal and special object icons: I'm not very good at human faces, so some of you may recognize the couple in the above image from the 0 A.D. main menu illustration Another reason for showing these animal icons is because we still need around 40 or more icons for animals, and we need someone with good illustration skills to take on this task. If you'd like to comment on any of these, or have any questions for me, please do so below.
    1 point
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