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Showing content with the highest reputation on 2018-01-26 in all areas
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4 points
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@Alexandermb, with a day's delay :/ Here's the new Seleucid horse-crown texture I made: I imagine it something like this: So the lower part of the mesh of the shaffron will bend slightly inwards, while the top part of the shaffron bends inward to almost form a semicircle. Then you fit the feather crown on top of that semicircular part, at an angle of about 45° (ore more). When the horse is in rest, the crown should almost stand upright at a 90° angle The whole piece should fit snuggly on top of the horse's head, just in front of the ears, with minimal clipping Used images in the public domain: shaffron https://commons.wikimedia.org/wiki/File:Shaffron_(Horse's_Head_Defense)_with_arms_of_the_Freyberg_family_MET_DP108811.jpg fan http://www.mfa.org/collections/object/download/1096234 points
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3 points
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Here are a few sound effects I quickly created with my horn sample. I tried a few different directions. War horn - a simple gesture, layer 1 is 1 solo horn (for animal attack?), layer 2 is 2 horns (for civilian attack?), layer 3 is 6 horns (for full engagement?) Charging horn - a stylized flurry, layer 1 is a single note, layer 2 is a simple chord, layer 3 is a dissonant chord Chaos horn - this is a cluster of 6 notes, not sure if it'll be useful but I made one just in case Let me know what you think! 0 A.D. - War Horn - Layer 3.wav 0 A.D. - War Horn - Layer 2.wav 0 A.D. - War Horn - Layer 1.wav 0 A.D. - Charging Horn - Layer 3.wav 0 A.D. - Charging Horn - Layer 2.wav 0 A.D. - Charging Horn - Layer 1.wav 0 A.D. - Chaos Horn.wav3 points
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lol I really want to play with this, I'll refrain from doing so until we have our current projects tucked away ofc, but depicting a side of Japanese history most aren't familiar with sounds like tons of fun3 points
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2 points
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Oh, that's because there is a mismatch between the actor called in the template (units/gaul/champion_axeman.xml) and the actual location of the actor file (units/gaul/gaul_champion_axeman.xml). So either rename the actor by removing `gaul_` or insert `gaul_` in the template. Try again with this: testmod.zip Which should get you:2 points
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Look at the Greek aspis actors. The front of the shield is a different actor, mesh, and texture from the back of the shield. The back actor is a prop on the front actor.2 points
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@Sundiata I slightly modified the bottom part of @wowgetoffyourcellphone's texture2 points
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Hahahaha, that would be such an honour, lol! Actually I do have decent equipment, I just haven't had the time to play around with it in the past year... But I'd need some pretty clear instructions on what you need.2 points
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The Kingdom of Kush: names and terminology: A complete list of Napatan words for every structure and unit @elexis, @stanislas69, @wowgetoffyourcellphone, @Hannibal_Barca The Meroitic language remains barely understood, but luckily for us, the Egyptian dialect, known as Napatan was used widely until the 3d century BC, and is well understood. Fontes Historiae Nubiorum is an extensive collection of translations of Kushite texts, as well as a discussion of Greek and Latin texts mentioning Kush. The fourth volume contains a selected list of (Napatan) Egyptian words used in the various texts, and provides us with all the names and terminology we need. I made a selection of words potentially relevant to 0AD, suggestions are welcome (try to to go through the original texts in the first 2 volumes to understand the context within which these words are used). One hiccup is that it's all written in phonetics, and I have no easy way of writing phonetics (or copy-pasting from the scanned source) at the moment. So it's just bare bone letters, without the extra symbols, making proper pronunciation very difficult. The fact that vowels were largely ignored by Kushites makes pronunciation even more difficult. If somebody feels compelled to redo this list with all the correct phonetic values, I'd be eternally grateful. A few examples on how some of these words are popularly pronounced today: T3 sti : Ta Seti (land of the bow) Nhsyw: Nehesi (nubians) Mdw-Ntr: Medu Neter (god's words, hieroglyphs) Pdty : Pitati (archers) Npt : Napata There are a few Meroitic titles included, and a single semitic loanword for camel, used in the ancient Egyptian language. I tried my best to use the most appropriate words and combination of words available, but I'm not a linguist, and mistakes are very possible. The following list contains the generic name, followed by the indigenous one, followed by the literal translation for every term: Structures: Barracks : pr-ms’yw (house of soldiers) Blacksmith : hmw h’y n r3-‘ (weapon smith) Civil Centre : Pr-nsw (palace, royal residence) Corral : ihy (stall) Defense Tower : tsmt ‘3 (great battlement) Dock : Mryt (harbour) Farmstead : snwt (granary) Field : sht (field, countryside) Fortress : Htm (fortress, stronghold) House : Pr (house) Market : Pr-sbt (house of exchange) Outpost : trtr (counterwork) Pyramid large : mr ‘3 (great pyramid) Pyramid small : mr (pyramid) Sentry Tower : tsmt (battlement) Storehouse : wd3t (storehouse) Temple Amun : Pr-‘Imn (house of Amun) Temple Apedemak: Pr-‘Iprmk (house of Apedemak) Wall Gate : ’ryt (gate, door) Wall : sbty (wall, fortress, stronghold) Wall Tower : s3wt (battlement, wall) Wonder : Mnw nht (mighty monument) Units: Camel javelinist : nhw Bulahau gml (auxiliary Blemmye camel) Catafalque: Wtn n ‘Ist (barque of Isis) Cavalry javelinist : iry hr ssmwt (companion on horseback) Cavalry Spearman : Htr (cavalry) Champion Cavalry : Htr Ms’ n mh-ib (elite cavalry) Champion Elephant : Abore ‘h3 (war elephant) Champion Infantry Archer : Hry pdty (captain of archers) Champion Infantry Amun : rs ‘Imn (guardian of Amun) Champion Infantry Apedemak : rs ‘Iprmk (guardian of Apedemak) Hero Amanirenas : Amnirense qore li kdwe li (Amanirenas, qore and kandake) Hero Arakamani : Qore ‘Irk.‘Imn (King Arakamani) Hero Nastasen : Nist3sne hwy pdt psdt (Nastasen, he who smites the nine bows) Infantry Archer : pdty Nhsyw (Nubian archer) Infantry Clubman : nhw noba (nuba auxiliary warrior) Infantry Merc Javelinist : nhw ‘h3w noba (nuba auxiliary missile warrior) Inantry Pikeman : si3wrd (mutilators) Infantry Spearman : iry-rdwy Nhsyw (Nubian footman) Infantry Swordsman : knw hps (khopesh soldier) Siege Tower : iwn n ms (movable tower/siege tower, also translated as battering-ram) Ship bireme : shry (ship) Ship fishing : Wh’-rmw (fisherman) Ship merchant : D3y sbt (river-boat of exange) Ship trireme : shry ‘3 (great ship) Female Citizen : shmt (woman) Support Healer : w’b nsw (royal priest) Support Trader : rmt sbt (man of exchange) Hero Harsiotef : Harsiotef Kanakht Khaemnepet (Harsiotef the Mighty Bull appears in Napata) (I'll bring this up tomorrow) For technologies, take a look at the first section in selected Egyptian words in the spoiler: "overseers". I think this is what should make the Amun temple so special... e.g.: Imry-r snwt : overseer of a granary (+...% farming rate) Imy-r w’bw : overseer of Waab-priests (healers ...% healing rate) Imy-r htm : overseer of a fortress (increase armour level of fortress by ... levels) Imy-r kt : overseer of works (+ ...% general gathering rate) ... "Imy-r..." could be used in combination with other words to make a satisfactory selection of technologies, such as "Imy-r sd" (overseer of taxation): +...% income from international trade. There's a potential gold mine of ideas in the following list of words. Selected Napatan Egyptian words recorded in Kush:2 points
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I've got some great war horn sounds, I'll be happy to make a few variations of an attack sound. Will post a few options to this forum, in the style of the AoE reference. I'll make a few levels of intensity, and they can be assigned to different events (i.e. enemy unit entering your territory, soldiers engaged in combat, civilians attacked etc). Omri2 points
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Hi, Still a work in progress, but there are significant changes which can be seen in the 'aRandomMap.js': - I have embedded a rather complex map creation into a 'fullMap' method of HeightArray object. More control is still available anyway as before. *** Edit: I made a painter object to apply the height creation algorithm to a defined area in the map. See some results here: The area is created with a ChainPlacer, colored in black and modified with the painter. Here we have some chaotic terrain created on a flat field. More interesting maybe is the contrary: smoothing a rough area: - All the ground painting and trees setting is now done with createArea calls, using two new placers objects. The ground painting is not very interesting and probably duplicates other things in rmgen, but it takes into account the tiles slope. The YFillerPlacer is more original and despite elexis opinion, is not another kind of HeightPlacer. It allows to define areas which crawl along the relief, and has much more in common with the ChainPlacer. This way, I think the library can now nicely melt into rmgen. Now, my next step is to provide a road Placer (I know, there is already one in rmgen, but mine is a very different algorithm and will not give the same result). Friendly, yamg.zip2 points
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If this art is for the Cataphract, my opinion is if it could look a little more hellenistic, that would be great. Plus, keep in mind that Lord Good's art of the Cataphract is the centerpiece of a loading screen. So for the cataphracts to not actually look like that might be weird.2 points
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Oh, my, fantastic!! They look really cool! If you feel compelled (I know you like shield variety), you could add some faint geometric designs like the Azande examples. If you want I can do it as well if you provide me the shield texture.1 point
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@Alexandermb I just went to grab a bite to eat and came back to this... Nice! My suggestion is, when viewing from the front, to let the sides of the crown be straight instead of curvy (My own fault for making the texture like that), and bring the whole crown down a bit: Other than that, no suggestions. It looks... Fabulous! Thank you! The old horse-crowns were really bugging me...1 point
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Melee will still try to walk around other units if you right click on a certain enemy, but a-move is possible now aswell, so it's better. It's still much better than AoE II HD again. The balance changes seem to be influenced by Upatch, but they go a bit farther.1 point
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1 point
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@wackyserious gimme a sec and I'll give you the UV coords sudantribal_back.dae sudantribal_front.dae1 point
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I'll make some new shields lol, you just need to halve the textures so there are one of each laminated/wicker back textures and just all of the front sides without the back textures attached. The backs will be on different actors/meshes that will be prop-parented to the fronts, all the variation will be handled in .xml files instead of full blown texture files. That was your concern, yes?1 point
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I was confused for a second but I think I know what you mean now. Both sides of the shield are mapped so that the front and back are on the same texture huh? Would you be willing to split the front and back into different actors? That both halves texture size and allows for different configurations of front and back textures without duplicating them.1 point
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We do not yet have an ingame shortcut editor you have to edit the relevant config file with a text editor do not use Windows Notepad as it does not save your edits properly download notepad++ which is a real text editor have look here https://trac.wildfiregames.com/wiki/Manual_Settings for detailed info. Enjoy the Choice1 point
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I'll resume working on this after school. I'll be right back.1 point
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@Sundiata I'm not 3D savy , maybe @stanislas69 could.1 point
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Oooh...! Nice texture!!! Ok, this comes to mind: could you use this texture for the back of the lower tier Nubian spearmen (front should stay cowhide), then @Nescio can sleep soundly Then make another shield-mesh, something in-between oval and rectangular, a little smaller than this thyreos sized one, with the wicker texture and give those shields to the Nuba javelinists:1 point
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@wackyserious I like them! Wouldn't it look better if the diagonal "sash" has the same colour as the "loincloth"? It's supposed to represent one cloth, I think.1 point
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1 point
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Guess this is https://trac.wildfiregames.com/wiki/Audio_Voice_List Don't know if this thread is relevant too1 point
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Do you have good recording equipment ? Kushites could maybe have your voice. About phonetics you can find the chars online and just edit your post by copy pasting those.1 point
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There are a number of possible solutions listed in the ticket: #4724 . Someone needs to evaluate them, write an implementation of the chosen option and integrate it into the game1 point
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Yes, combat system is the same, but they seem to have changed attackspeeds to match animations. Units have movement type tags ("fast", "slow") and same with their attackspeeds. Chariot Archer rush is fixed, because they reworked civ bonuses. Assyrian archers no longer fire 40% fastert. Now they shoot 25% faster and villagers move 10% faster instead of like 40%. So the main faction that spammed Chariot Archers is no longer OP. Choson swordsmen line gets cumulative hitpoint bonuses (like +15/20/35 or smth) for short/broad/long swords instead of +80 HP for Legions only. Greek get cheaper hoplites and higher speed on them etc. About animations: yes they're the same still. Why would you need dedicated servers for an RTS?1 point
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Uh oh Hahaha... In due time... First I need to round up the Kushite research If I'm done with them, I want to re-focus my research on the various civs in-game, and potential candidates like the Yayoi Japanese.1 point
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While the guys on the right look accurate enough, the ones on the left look like they have some serious Parthian influence. I don't think that's what the Battle of Raphia and Magnesia's Seleucid cataphracts looked like at all.1 point