Leaderboard
Popular Content
Showing content with the highest reputation on 2015-03-13 in all areas
-
Branching in SVN is not fun. When we switch to GIT, we will be able to fix bugs on a release branch and still continue working on the next release concurrently.6 points
-
3 points
-
This is a brief Description of the Campaign as I imagined it ========= Mission 1 ========= Hamilcare Barca it's the last Carthaginians resistance in Sicily, he must defend the the town of Trapani, the Romans defeat him but then let him go. Objective: -Hamilcar must survive. -Defend Trapani for x minutes. ========= Mission 2 ========= After the defeat of Carthage, the Romans impose an heavy tax of war. To pay it the money was subtracted to the mercenaries just returned from the war in Sicily. So they started a terrible rebellion. Objective: -Hamilcar must survive. -Sedate the rebellion. ========= Mission 3 ========= Hamilcare part with his son to Gades, and thanks to the abundant mineral deposits can repay war debts of Carthage, Hannibal teenager has a mandate to resist the assaults of guerrillas of the Iberian tribes. Objective: -Gather a lot of metal. -Hannibal must survive. ========= Mission 4 ========= After the death of Hamilcare in an enemy ambush and the death of Asdrubale in an homicide, Hannibale gained the control of the iberian colonies and started the war against romans as he promised to his father. The first target is the little town of Sagunto. Try it here! http://filebin.net/22j1pk8cah Objective: -Hannibal Must Survive -Destroy the Iberian Civic Center ========== Mission 5 ========== Trebbia ========== Mission 6 ========== Trasimeno ========== Mission 7 ========== Canne PS: I could add even Zama but it was a terrible defeat, it could be part of an other campaign so the player could play by the roman side.2 points
-
I think that goes back to the valid point being made here, which is that gameplay things get lost in purely decorative things like terrain texture. Apart from modifying the terrains, maybe fruit trees and berry bushes should have larger, more exaggerated fruit to be visible from a distance. The important thing really isn't how great they look or their accuracy, but that the player sees them and instantly thinks "fruit, I can forage those". Side by side, I can't tell much difference between our apple trees and plain wood trees.2 points
-
Correct. Nice work projecting it though. Stan you should try to improve the texture once projected through GIMP or Blender's texture painting. I finished texturing this fine model. I think I scaled the model though, not sure if it was already set to in-game scale. Good job everyone. white_rhino_final.zip2 points
-
2 points
-
A little explanation. For performance issues, having a big mesh, is less heavy for a computer than having a thousand little meshes, therefore I attempt, to make a big patch (pattern) with trees. So there will be two releases. First One Mesh/One Texture Then A separate mesh for each object or object group, Since It's a huge task i'll be posting some pictures of the models that i made until I'm done. Deprecated1 point
-
Yup, can't really test it by now cause I have to bake the texture first...1 point
-
1 point
-
The obvious thing with bushes is that they're generally the exact same color as everything around them. Except in some rare cases: One solution would be to make them much darker. Another would be to have much redder, bigger berries (or berry packs) as currently this red color isn't very visible which really doesn't help (I mean bushes will generally have to remain green). Lighter bushes would make the green stand out more, or quite darker ones. We need to care about R/G daltonism though so playing on contrast would be important too here. My personal opinion is that it's actually a mesh problem as currently they're just round blobs and the edges really blend a lot.1 point
-
Make sure keep matching them with the game and look and make sire they look good in the game. Can look good in render but must look good in the game. I applaud more forest eyecandy though.1 point
-
Like the 2nd one. Is it possible for the colouring to change depending on the tile it is on? Can't really imagine that on a desert map. Maybe just multiple models.1 point
-
Are you trying to rebuild after the walls/towers are destroyed? If so, that is a known bug (see #1566)1 point
-
1 point
-
Will do Ben. I'll not take into account what I think it could be made into the game or not, so it will be an extensive read...1 point
-
The first two screenshots are just pre-release eye candy, I believe, to make something that looked impressive but wasn't exactly practical, possibly for trailers - thus the heavy use of alpha grass textures (need someone who was around back then to comment). The third is a much more primitive state of the game, you can tell from the models. One thing is the lighting model of the engine has changed since then, that doesn't change the source textures obviously, but I think if you loaded the same maps, models and textures in the engine today, they would look different (better or worse, I can't say). Even now, if you set the renderer to fixed function vs. shader it looks very different, similarly if you have minimal graphics options enabled vs. maximum. So we need to tweak the rendering or the textures themselves, perhaps both. I remember there were quite a bit of lighting adjustments required for the changes around ~2012, it doesn't look the same and it may be brighter in general. Finally, you could delve into SVN history and find the terrain textures from that time period and see if they are different, how they changed. You could even install one of the old alpha/pre-alphas from that era - much better than screenshots.1 point
-
Hello Kicking_Bird, Regarding terrain textures: As already noted by a lot people in the thread, several terrain textures have quite some age already (as you already know the project has been going on for several years). Normal/Parallax, Specularity and AO maps were introduced in 2012 after the roman set was done. These features weren’t planned, and an awesome contributor took it and implemented them by his own (which is one of the many benefits of open source development). Before that, several artists had just a basic lighting render model where they did the best they could to make things look nice, which involved textures with shadows and highlights in them and contrast noise to counter the plain lighting. With this background, you can see that nobody made these textures like they are “on purpose” or “by mistake”, but it was a workaround of the possibilities of the engine at that time. Surely they can be improved, you’re more than welcome to start working on it and show us what you can achieve. Regarding LOD: It isn’t implemented. The contributor who made the sweet graphic improvements had it planned after he implemented deferred lighting, but sadly he disappeared from the forums and project before that (one of the inconveniences of open source). That’s the main reason artists have to work with more-limited-than-standards polycount and make use of hard edges and smoothing groups to deal with shapes and can’t go chamfering every edge. Another thing we have to deal working for 0AD is the fact that the diffuse and normal maps are shared between all the strutures sets, which doesn’t give you all the freedom you want when using them and it pushes the improvisation and creativity of the artist to make use of them in the best way possible. The only non-shared maps between same civs structures are AO maps, which are just greyscale images and doesn’t eat so much memory space than having one normalmap and one diffuse texture for each one. (And since there’s no LOD system, we can’t make use of lower res textures dynamically either) This shared textures also generates the problem of the different pixel density ratios, where even if you make your best effort designing the texture and trying to make each piece the closest to its final size on the model, there will always be situations where pixel density will vary in the model since the texture wasn’t specifically designed for that particular model. Regarding the Persian wonder: The current one in the game seems to not be as accurate as it could be, so the last decision about it was to use the Gate of all Nations. I started it some time ago but didn’t finish it yet. You can check the direction I took here: http://wildfiregames.com/forum/index.php?showtopic=17552 I have an updated version with more detailed/accurate columns I can upload if you would like to take it from there, unless you want to start from scratch. Last thing, I’d like to take a look at your work examples and/or older projects. Sadly the link you provided in the first post is not working for me (not found) And welcome to the forums by the way!1 point
-
What I got fiddling around: It's kind of a hack right now but if you like the effect I can make it work better and put it in-game after A18 is released. Current system can tint the skybox so it looks perhaps more realistic (could probably be made to only color rays that look towards the ground). I also use an optional fresnel so you can make it fully chrome or only reflective at sharper angles. Edit: yup. Can probably look right on maps where terrain won't change color much.1 point
-
Actually it was ready to release at the end of last week but we had to fix two last-last minute bugs that made us repackage the game twice (and packaging takes hours, plus we have to coordinate the packaging to be able to upload the RCs, in a word it takes days). Currently the RC3 is available here: http://releases.wildfiregames.com/rc/0.0.18-rc3/ If nobody finds a bug in it we can release, everything else is ready. We're really sorry for the time it takes, we're also a bit tired of waiting because we can't push modifications to the game during the meantime!1 point
-
1 point
-
In fact it is true what Alekusu says. I made a table of the gathering speeds from the templates in SVN (in amounts / sec):1 point