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Showing content with the highest reputation on 2016-03-11 in all areas

  1. The image should be a square image, with binary size (32x32, 64x64, 128x128, ...) and the size of the map is deduced from the image size too. I have no idea how hard it is to edit that Atlas code (never worked a lot in Atlas), but I'll ask trompetin17, who should know more about it.
    3 points
  2. Hey guys, Here is a teaser on another map I have been working on since a few time. Crete Island. This should be nice for 4 players. Here is Crete: And here is my ongoing map: As usual, I tried to do my best to respect the topography, with exact coast drawing, hills/mountain position, and even respecting the oceanographic topography. So players can start from Heraklio, Rethymno, Agios Nikolaos, and Chania. Obvioulsy, I need some more work on texturing and stuff. Actually, what I really have in mind is to set up a campaign on the island, based on the history of the Island. Here are the major points of the campaign I have in mind : Sparta, Athen, and Macedonians will start to fight on a first scenario (Crete1) - almost a squirmish mode with these 3 factions - it will correspond to the conquest of Crete Mynoian people by The Greek Roma attacks the Island and fight established factions (Crete 2) - a scenario with a map including fortified Athenians - it will correspond to the attack in 67 AD by Roma. Persians attacks the Island and fight established Romanians camps (Crete3) - a scenario with fortified Romanians structures, much more difficult to conquer than the previous scenario with an appropriate design - it will correspond to the conquest in 400 by the Byzantin empire (they were actualy a mix of tribes, slavs and vandals, but the closest faction available in the game is Persians/Achaemenid faction). So what is required to create a campaign ? Is a succession of scenarios ok ? What are the major problems with campaign and are some campaigns already planned ? Is my project possible and compatible with your objectives ? Looking forward your feedback, thanks!
    2 points
  3. @sanderd17: Oh I see. Is there any prerequisites about the image (size, resolution, grayscale depth..) ?And is the white interpreted as the highest or lowest point ? It should be nice to post these informations on the Atlas Wiki page too. Even if the tool is quite rudimentary, it is always nice to inform potential users they could use it. It might inspire some more mappers too. That's a pity about the missing settings. Let's say I have a 8 bits grayscale image, with 0 interpreted as the lowest Z point, and 255 interpreted as the highest Z point. If I follow you the heightmap tool will draw a map with insane depth on the Z axis, especially because after a recent update, the maximum depth has been increased. So we need to finely tune the min and max grey values, and the overall contrast of the image in order to find the proper depth on the map. That would be amazing if we could have a "factorize" option that would scale the max and min values acording to a specified factor. Do you have any idea if it is possible to implement easily ? Anyway, I'll take a try on the heightmap tool on my next project. I might have a nice surprise. @heyalex: That's good to hear, thank you. You could also start to familiarize with scripting on the other map I recently uploaded (see https://wildfiregames.com/forum/index.php?/topic/20547-new-scenario-map-malta-island/#comment-314128), you can download the scenario map from there. I described on that post what I had in mind about scripting, and controlling the events of the scenario. Your help is welcome!
    2 points
  4. Hello, I created a scenario map based on malta island topography and inspired from the island's history. But I have to face many issues: I can't play my scenario map in 0AD. I know I need to copy my .xml and .ppm created files in a folder in the "main" binaries folder, or alternatively in the "mod" folder. I tried to copy my files everywhere based on informations from this forum, but I am still unable to find and play my new map in 0AD. I just would like to select it in single player mode to test it easily. When creating a map using Atlas, the file is listed in the Atlas file browser (atlas -> open file). Is it possible for you to set the path of newly created maps in the same folder than the default map ? It would help a lot. Also, could you give updated information about how to play created maps ? Obviously, I would like to test it and balance the available units/resources on the map before a real submission on this forum. I tried to upload some screenshot of my map, but new forum accounts seems to be limited in attaching files. A 5MB limit is indicated on my account, but I can't even upload a 300KB single file. So I can't show you my WIP. No need to mention I can't upload a .zip file of my map. I would also like to add some JS to create a real scenario. Do you have any examples of scripts used in scenarios to generate triggers and control the AI while player progresses ? Thank you for your help and informations.
    1 point
  5. Wildfiregames.com does not seem to render good on Chrome mobile. Only bad part is links at top of page. Thank you.
    1 point
  6. I understand what Lion is saying. The overall art style is a lot like the cartoony style that is seen in mobile games, I didn't expect that when I saw the first screenshot (especially on the units). I'm a bit disappointed by that...
    1 point
  7. Hi. Is this page up to date? If not, what are the new tech modification? Thanks, http://trac.wildfiregames.com/wiki/TechModifications
    1 point
  8. There's a bit of documentation missing about modifications to Auras (as done in http://trac.wildfiregames.com/changeset/17809/ ). But the modification of auras also deserves a good warning, as it can cause a cascading effect of modified values, which can cause a lot of calculation in one turn and a lag spike (when you try to set an often-used aura). Apart from that, it looks to be up-to-date.
    1 point
  9. There are a lot of RPG scenarios for Aoe II. With a good design and features, they could be made in 0 ad very easily without tons of triggers.
    1 point
  10. That look awesoome mod for AOM. Though for 0 A.D. default game? Not so sure. Probably good to have feature for the future, sure. But about heroes, I might just remove heroes completely from Delenda Est.
    1 point
  11. Is it me or do the Chinese textures look really bad? Bad aesthetic I mean.
    1 point
  12. The heightmap tool just takes a greyscale, square image, and interprets the grey value as a height. But there are no settings on it, so you need to find a good greyscale image that has the right grey values, or do many iterations of fixing the image and importing it again. Of course, you need to find a heightmap image first, or create one using a renderer and height data (like NASA SRTM). And then you just have the heights and still need to texture it. So it's not a tool that you just click and it works, you also need to invest a lot of time into it. The times I tried it, I always felt the tool was putting too much false detail in the map, and creating some sort of sawtooth relief, with a flat view when looking from far, but with every tile impassable. Then again, as you say this is done by hand, it makes it even more impressive.
    1 point
  13. Indeed, but with extensive image editing in Gimp / Photoshop and the Atlas terrain tools it is possible to create something from it. I did that with Northern Island which is packed with Alpha 19. (that one's also based on a real world island btw) There are no planned campaigns since it hasn't been clear to what a campaign should look like (should it be a Total War style map, should it be a succession of scenario's, etc.) Triggers are indeed experimental. There is no clear approach to a good working scenario and there are many unexplored (possible) pitfalls)
    1 point
  14. That's a very nice map again. Are you drawing that all by hand, or are you using the heightmap import? I can't remember our heightmap import to be that good, and neither is it easy to get black-and-white heightmaps (though that shouldn't be such a big problem for someone who prefers OSM over Google Maps). For campaigns, the main problem is that they're not designed yet. If someone would come up with a good first storyline, and a good GUI design, I think it would be enough to kick off the implementation. But I guess that most campaigns would need good triggers, and we're still a bit experimental when it comes to triggers (we don't know yet which ones work well and which don't).
    1 point
  15. @sanderd17: thanks! So I can finally post my map, here is the original scenario I plan to develop: I already described the content of the scenario earlier. If you try to play this scenario, here is what I have in mind and what I would like to improve by JS / AI tweaking : So you play Romanian (blue) and the enemies are Athenians (orange) and Carthagians (red). So it is why I would like to put some JS to control the invasion. Here is another comment about the design of the map: I also post a 2 player version of this map, if other players have problems with AI and would like to try to face a single AI bot. This is actually the only version of my scenario I was able to play, and I tested and completed: Looking forward your feedback, I hope you'll have some fun with the map!
    1 point
  16. Ok guys, thank you for your very fast answer. I finally found out how to use my map. The problem was I didn't set up anything in the "name" field of Atlas. So the name was blank, not listed, and the "filename" is different from the name of the file as you said niektb. It was the origin of my troubles. I tried to play the map but as it contains more than 1 AI bot, the game lag and finally freeze after a while. I have the same problem with any other map with more than a single AI. I can "simulate" the scenario using Atlas, probably because there is no active AI in Atlas (if I am right ?), so I can't test it for now, until the lag problem will be corrected. Can you guys play maps with more than 1 AI on your systems ? If so, I would be pleased that you test my map. You surely could help me to improve it. About the screenshot, it seems to be unlocked as I posted my first message. Here are some teasers : Here is malta Island : And here is my map : I'll post other screenshots if I do land major updates, but I need to focus on scenario more. I tried to respect the topography of the island as much as I could. The scenario game is as follow : some romans troups invade the island from the north (gozo), then cross the blue lagoon bay (take a look at this beautiful place : https://en.wikipedia.org/wiki/File:The_Blue_Lagoon.jpg) then eventually conquer the malta island, already colonized by greek and carthagian villagers (there was phenician between 200 BC and 300 AD but no phenicians yet in the game). I would like to add some triggers, depending on how will react the AI, and as player progress through the island. I hope you'll enjoy it, when I'll be able to upload the scenario. I hope it could fit your quality expectations for this game too. Thank you for the JS example, I haven't noticed there was an example in this page (treasure_islands.js). I'll try to set some script from this. How can you define or see the name of each objects inserted on the map (like object properties) to define triggers from specified units/ressources or even animals ? Looking forward your feedback, Thanks for the infos guys.
    1 point
  17. niektb is right. With respect to the triggers, you should read the technical documentation here: http://trac.wildfiregames.com/wiki/Triggers Don't hesitate to ask for more information PS. Once you reach five posts you are not a "new account" anymore. If feneur passes by he may grant you this privilege manually.
    1 point
  18. If you saved your map in Atlas than you don't need to copy it to a different folder. Copying it to a folder is only needed when you download someone else's map. Also make sure to check whether you saved it as scenario out skirmish. Also double-check the name of the map (the filename is not (!) the name of the map in the game! You need to fill it in in a tekstbox in Atlast)
    1 point
  19. Niek's post refers to a concept that's been on this thread for nearly a year, and the model is built off of it nearly 1:1. There has been plenty of time to critique between the sketch and finish If you find more source material then absolutely update this thread. As hesitant as I am to make another quadrangular fortress, if you have source material to back it up I will seriously consider it, especially for this faction. those arch reliefs on the Seleucid Acra in particular could be a fantastic addition to the texture pack if Enrique knows about them.
    1 point
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