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Showing content with the highest reputation on 2018-01-02 in all areas

  1. Here's a selection of cavalry portraits, which I have been working on for the past week for @stanislas69, since he did me a solid and modeled a Kushite statue for me. You can clearly see the color scheme here: Blue: Citizens Red: Champions Green: Mercenaries Purple: Heroes
    4 points
  2. Experimental feature.... will post more info soon
    2 points
  3. Bonus 1:i if you can make land fishing units too that's even better. Bonus 2: fishers for every fishing boat.
    2 points
  4. At present the names are already heavily mixed. The Gaulish Fortress is named "Dun" (a Gaelic word), while other structures/units have Welsh names, and others, like the Taberna and Cavalidos, use neither Gaelic nor Welsh names. I don't think using Gaulish names would decrease consistency, specially since they fit reasonably well with some of the names already used (like Melonas and Amoridas), which are either in Latin or in Gaulish itself. For the Britons, Welsh is a bit too modern IMO, and using actual Brythonic where possible would be better.
    2 points
  5. If someone can remap the mesh, then maybe we can experiment on it at the time being, on some of the major 0ad mods out there, like in DE, for example. Then if something becomes fruitful, maybe we can merge it in the game in the future. I simply enjoy doing it, and it adds joy that others use it too and also enjoy it. These are like toy soldiers for me, it delights the inner child inside me, staring at the units and playing with them in the game.
    2 points
  6. I guess the main reason is that Gauls and Brits were one civilisation at the beginning (Celts) as some of the folders still shows and therefore It probably made sense to have Gaelic and Welsh names as those languages are probably the closest ones we had. If you can suggest names for Gauls though I think nobody will complain I think @Itms is the one you want to talk to about this. @GunChleoc might have some insights too.
    2 points
  7. They were Check it out. We are also one step away from having all the new meshes in the game I need @Alexandermb's help on three more types > Camel cavalry > Fishing boats for sitting fishers > Fishing boats for the ptol Fisher. Then we'll have the new units everywhere
    2 points
  8. @Lion.Kanzen Nice the crest needs to be tweaked a bit though it looks like it's not in the correct angle. Suggestion : you could take a screenshot in Atlas in the same angle then playing with opacity you could get the correct position of the crest and just paint over it. Sidenote : That caros art is so great I wish the guy was still around. That's some good promotional material and it could even fit an artbook.
    2 points
  9. Related to this, the UV for the unit meshes should be improved. Something like this, with better proportions for the body for less texture stretching would be a drastic improvement and solve a lot of issues. It would also make these models work for WFG into the foreseeable future with minimal tweaking. [female base texture] The point is now you solve these issues: - Asymmetry can be achieved. Want to have one greave on the left leg? You can have it. Does the guy have asymmetrical body paint [white ash on one side, orange mud on the other, thinking Kushites]; or tattoos running down the whole right side of a Celt or Scythian? You can do it. Archer bracer on the left arm... you see where I am going. - Proportions are better for less texture stretching. - You don't have to have awful seams for long skirts, dresses, and armor. - Everything just makes more sense to the artist.
    2 points
  10. https://www.larp.com/hoplite/greekweapons.html My "alpha" spearhead is 11" long overall, and was hand-forged long ago by a fellow named Brock. The 4 little circles are his maker's mark, but some toy company copied them onto their Greek hoplite action figure's spear! My "beta" spearhead is ground down from an old Museum Replicas "Large Spearhead", originally a triangular 19-inch monster. I lopped 3" off the socket and 4" off the blade, so now it's under a foot long and looking quite nice. I thinned the blade some, and reduced the ugly weld lump where the blade met the socket My first buttspike is a "first generation" from Manning Imperial, which I found to be heavier than I wanted (though very nicely cast!). After some grinding, it weighs about 1-1/2 pounds, a good weight, and is c. 13" long. Manning now does some VERY nice sauroters, http://www.manningimperial.com/item.php?item_id=619&g_id=1&c_id=14 Also found at Olympia were a number of tubular sauroters, mostly bronze but at least one made of iron. The smaller one was very easy to grind out of a modern chrome-plated brass flagpole buttspike! But it's not heavy enough to serve as a counterweight. The larger one started as a door handle, 1" diameter solid bronze (an unused one shown at right). Grinding the outside to shape was no problem, but lacking a 3/4" drill bit suitable for metal I had to try boring the socket out with a series of smaller bits, breaking a half-dozen in the process and dulling several more. (So that other door handle can darn well stay a door handle for now!) But now it's a nice 1-pound sauroter. This sauroter I built from some sort of bronze socket thingy mated to a ground-down piece of round-section door handle. It's also based on an example from Olympia, though again most have longer sockets than this one. This one I use on the upper section of my Macedonian sarissa to convert it to a handy 8-foot spear when needed. So the socket inner diameter is 1-1/8" and the pin is removable.
    2 points
  11. How about zip up a mod for the trot like you did before and let us experiment. Just the animation and variant files, not the actors.
    2 points
  12. I'm with you, ffffffffffffff's suggestion is rather superfluous. Rather, I'd like it if a "Random" player's civ is not knowable until you've scouted them first. That seems like one of those little details that would be nice -- that the civ would show as "Unknown" in the diplomacy windows until one of their units or buildings comes into your vision range.
    2 points
  13. Is that an entity or a swear word? I was hoping you did all the work. Well, that was hard, first time. (D1191) I guess one should follow https://trac.wildfiregames.com/wiki/SubmittingPatches Since the code already mixes two styles and https://trac.wildfiregames.com/wiki/Coding_Conventions#Misc also (the for_each), i figured I choose the one I like best. No thanks, I'm good.
    1 point
  14. If you would like us to be able to help you solve an issue it would be helpful if you would provide some information Just knowing you are having some kind of issues doesn't really help us I'm afraid
    1 point
  15. Some of the body variants i see in this post for sure can be achieved, see the xiongnu for example.
    1 point
  16. A nice variation of the regular mesh would be an embosed short sleeves for the tunics Hypothetically this is an upper arm The mesh will have a ridge similar to what @Enrique did to the armored mesh variant There will be ridging in the edge of the short sleeves, plus the armor ridge will also be readjusted to fit with the changes. This will result in a bulkier appearance of armored units, which gives them more emphasis and a tougher appeal. It will also emphasize the layering of clothing and apparel.
    1 point
  17. 1 point
  18. Thanks for the explanation! I have a few Gaulish words noted down here, based on which I would suggest the following specific names: Temple: "Nemeton" (means "temple"). Source: H. Munro Chadwick, "The Oak and the Thunder-God", 1900, p. 34. Field: "Olca" (means "arable land"). Source: Guus Kroonen, "Etymological Dictionary of Proto-Germanic", 2013, p. 125. Woman: "Geneta" (means "girl"). Source: Guus Kroonen, "Etymological Dictionary of Proto-Germanic", 2013, p. 288. The current name for the Temple is "Addoldy", which is supposedly Welsh, as said in this topic: https://wildfiregames.com/forum/index.php?/topic/317-celtic-stuff/&tab=comments#comment-2916 The current names for the Field ("Varmo") and for the Woman ("Bodu") are not Welsh-sounding, but I could not find an explanation for them anywhere. Should I create a pull request?
    1 point
  19. Those are ceremonial clothes or something like that, Medes influence, as far as I remember. Persian nobility and folks and the royal court wear them (I have even read that it conceals scale armor underneath it)
    1 point
  20. Needs lot of patience. at last I can do it some Egyptian buildings, but is better start with a concept (like all art disciplines) Doing the things by hand with many references. and have an Stanislas teacher.
    1 point
  21. That's basically 3D painting, maybe at some point I'll do a tutorial for this.
    1 point
  22. Stop using it. Seriously. While I agree it would be a good idea especially for Romans, that is a huge task that will require someone dedicated to do it. That means updating every texture to fit the new uvmap, not to mention ruining @wackyserious's work so far. Having props inside the textures has the only drawback that it means you have to load the whole texture if another mesh decides to use the prop unless it's part of the mesh which is not better that also goes for having the head. About the indian pants, that's something that could be done if it has a good application for the main game. Those seams could be fixed, if someone actually cared to do it.
    1 point
  23. Split the topic and moved the part to the art department, as this is not an official task.
    1 point
  24. Ron have good immersion with diplomacy, when you found the enemy , the message is you found Cleopatra from Egypt.(an example). Even the Ai, start to sending messages and menacing to get start a war if you don't pay tribute.
    1 point
  25. Patches are always welcome but should be submitted to Phabricator
    1 point
  26. You wrote a patch and you have an aco@#$% on phabricator. If I get an actual patch instead of an instruction, that would make things easier. I'm still not sure if it wouldn't be the easiest solution to reset upon onMouseEnter. But we will see. Also add yourself to gui/credits/programming.json :-)
    1 point
  27. Indeed not of those are made. I paused their creation for reviewing work and adding long waited updates for some of the game models. This is also a great time for anyone who wants to get involved to do so been it on simple models like foundations and destruction variants.
    1 point
  28. Yeah all mods need to be updated due to the recent changes !
    1 point
  29. yes im working drawing over the thing... im really tired to finish it, i dont sleep the whole night.
    1 point
  30. Introduction. Ok, open topic in order have plenty of sources and visual reference that's preceding to art task. We started with Classical Greek and Persian around 650-450 BC. https://en.wikipedia.org/wiki/Ancient_Greek_military_personal_equipment
    1 point
  31. https://forums.totalwar.com/discussion/129010/spear-infantry
    1 point
  32. Happy New Year! 0abc has been updated again: Ships cost 0 population Fishing boats are limited to two per dock Merchant ships are limited to five per market Warships are not limited but consume a significant amount of silver each 30 seconds Centres have +20% build time, health, and territory influence radius per phase; furthermore: no phase: base cost is 500 wood; 25 m and 50 m auras enabled; no silver trickle rate village phase: +500 food cost; 75 m aura enabled; grant 1 silver per 7 seconds town phase: +500 stone cost; 100 m aura enabled; grant 2 silver per 7 seconds city phase: +500 metal cost; 125 m aura enabled; grant 3 silver per 7 seconds metropolis phase: +500 silver cost; 150 m aura enabled; grant 4 silver per 7 seconds Upkeep: Military structures consume 1 food per 7 seconds Lighthouses consume 1 wood per 7 seconds Libraries consume 2 silver per 7 seconds Harbours consume 1 food and 1 silver per 7 seconds Fortresses consume 1 silver per 7 seconds Warships consume silver, mercenaries consume silver, champions consume food Fanatics no longer benefit from armour technologies Females can no longer be trained at the centre; houses no longer count towards town phase requirement; unlock research requirement is removed, females can always be trained at houses Changed a few civilization bonuses from autoresearched technologies to permanent global auras Various minor edits As usual, have a look at the 0abc-readme.pdf reference document for more detailed information. For your information, I tried it out and subsequently reverted it, because if units are garrisoned on top of the gates, the doors are permanently gaping wide open (even if you command it to be locked).
    1 point
  33. I remember the policy here to be more like: As in break the rules get permanent ban
    1 point
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