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Showing content with the highest reputation on 2016-06-07 in all areas

  1. Hello everybody! I have been following the 0 AD development for a while and I find this project just absolutly amazing! The other day while playing I saw something, that I thought I could improve. So I gave it a shot. The current portrait for the chicken, is just a render of the low poly chicken model. The model works really well in the game, but the image looks a bit too low poly for a close up image. This is what the current portrait looks like: I wanted to replace the image with a nicer looking one. Since I am not a very skilled painter, I simply took an available chicken model in a higher resolution under CC0 license (http://opengameart.org/content/chicken-animated), rendered it and edited it with GIMP. The result looks like this: Since this is my first contribution I don't really know the whole process of adding things to the repository (I hope this is even the right thread...). But before I get into all that, I wanted to get some feedback on whether it looks good or not. And maybe some advice on how to continue to get this submitted. Thanks in advance, Foaly
    5 points
  2. Alright. Normally portraits consist of 5 different layers. I assume that you've installed the LayerFX plugin from here: http://registry.gimp.org/node/186 (make sure you install the layerfx.2.8.py and not one of the others). I apply the effects on 256x256 and then size the image down to 128x128 afterwards. The bottom layer is just straight black. Nothing special here. Now starts the fun. The second bottom layer is an Noisy Outer Glow effect. The color used is 7e8862. The exact glow size can be varied depending on the shown object but here are the parameters that work in almost all occassions: Above it is a small Smooth Outer Glow layer. Last effect is a Drop Shadow. This is to create a sense of 3D in the image: Then on top comes the portrait itself. Always make sure that the FX are applied to this layer. Also when resizing the layers, make sure that do a 'resize layer to image' action on the FX layers. Here are a few examples on what the final portrait could look like (the bottom two aren't sized down, and these also used exact the same parameters as listed above. The others have slightly different sizes / colors / noise amounts): I hope this helps!
    3 points
  3. Progress Update May 2016 In this progress update we tell you a sample of what we have been up to since the last Alpha release. We have added new Seleucid buildings, more work has been done on animations for the new unit models and last but not least we’d like to tell you what Omri Lahav, our composer has been up to. A screenshot showing the new Seleucid wonder in-game New buildings and a new team member LordGood has been creating several new buildings for the Seleucids, meaning we should be able to officially release them in the next Alpha. The Seleucid Market We have a new team member: Niek, known as niektb. He is new to the team, but not new to the project as he has been part of the community for several years. During that time he has gotten to know the project and has contributed both art, some code and maps, and most importantly he is an important part of the modding community. And that will hopefully continue, which means he can be a useful link between the main game development and the mod development. We hope that his journey will serve as inspiration for others, being a part of a modding team is a great learning experience. Several buildings which have previously just been available in the editor are now possible to use in normal gameplay. They range from the Briton’s Crannog which is both a Civic Center and a dock, to the Persian Ishtar Gate, which increase the resistance to being captured for nearby buildings. More accurate experience Citizen Soldiers now gain experience (XP) per every hit they do rather than just when they kill another unit. This means that experience is more evenly distributed between the units. Previously one soldier might have dealt almost all the damage but another could still have gotten the XP just because it was the last soldier to hit the enemy before it died. New animations Our Art Lead, Enrique, has been busy creating new animations for the new unit models: From left to right: Walking female citizen, A unit mining, Walking with cape, Chopping wood with a shield on the back. There are still a lot of animations to create, so it is not likely that we will start to use the new models for a while yet. Every new animation created brings that day closer though, so it’s certainly encouraging to have more of them done. Fixes and improvements Sander (sanderd17) and Lancelot (wraitii) have changed the game engine so the simulation can set actor variants. This should allow things like showing damage on units and buildings, or defining winter maps that load actors with snowy textures as opposed to normal snow-free textures. The engine part is more or less done, but it will take a lot of work by artists before it will be visible in the game. New balancing of champions and siege changes the gameplay to make siege engines more important, as buildings can’t be destroyed effectively by champions any more. The timeout for the wonder victory can be set arbitrarily, previously it was set to 10 minutes, but now you can set it to anything from 1 minute to 120 minutes. Apart from that there has been work done on technologies and civilization bonuses, the in-game menus and more. For an in-depth list see the Alpha 21 highlights page on our wiki which is updated regularly as new features are added to the development version. Omri has released a personal album And some news from our composer Omri Lahav: He has been busy creating his first personal album, which you can check out at his Bandcamp page: We highly recommend you check it out. He has also just moved to the U.S. so he will most likely not have time to create music for 0 A.D. for a little while yet. He has mentioned that he’s starting to get inspired though, so hopefully it will not take too long. As a final note: We have disabled the contact form on the Contact us page as we haven’t received any emails from it for a while and have been unable to find the cause. You can of course still contact us in all the other ways: via the forums, IRC, and the email address listed on the Contact page. If you have sent a message to us via the contact form and not received a reply, please contact us in another way as we have most likely not seen it.
    1 point
  4. Last time I asked Enrique he said yes. @niektb Congrats on you being in the team
    1 point
  5. Oh, I was asked to link to this topic too
    1 point
  6. I think wing should bend upward during down stroke (opposite of what you have). Just muy opinion.
    1 point
  7. Yup, Windows 10. I think the last time I tried installing I had 3 GB of space free (I've got a lot of stuff on there lol) which is like twice what the installer says I need (1.5 GB). I could definitely find more stuff to get rid of if need be. I know I have a ridiculous amount of stuff on my computer. I delete everything that gets installed before trying again. EDIT: Currently I have 3.04 GB free. EDIT 2: I just tried again, but this time it got to 19% of mod.zip, and I got a notification that my storage was full. Lo and behold, my C: drive is indeed full to the brim! I guess the installer was wrong when it told me I needed 1.5 gigs. I'll try freeing up more space. EDIT 3: Yup, I guess space was the issue. I freed up a bunch of space and it installed no problem. Thank you for suggesting that as a possible cause.
    1 point
  8. Are you on Windows? And if so, how much free space do you have on the C:\ drive?
    1 point
  9. Today a fan in my Facebook page send me this pic, so Im sharing with you guys.
    1 point
  10. There are a few things I would like to tweak in the animation, but this is how it look so far:
    1 point
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