Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2018-02-06 in all areas

  1. Hi ! Here are some news: -- The YAMG library with only the fractal generation program. -- A first version of a random map script named "Egyptian oasis". Mountains, pools, and of course camels and crocodiles. Here is a preview: and a more general view: If I understood correctly, this script is a candidate to enter alpha23 OAD version. I certainly would be glad it would be so, but I doubt because it should be seriously tested before, and time is very short ! That's why I post it today. I know there are still some problems and improvements needed, but I need help to test the main features. Let explain a little: The script is self sufficient. There is no need to install a library as I inserted all the needed code into. It needs only the standard rmgen and Heightmap libraries. The map creation is done with merging two height maps: a chaotic one for the mountains and a rather soft to install players bases and battlefield. This allow to control rather exactly how much mountains and water are on the map. The real problem with this approach is finding reasonable places for players bases. Most scripts (and maybe all of them), set the bases first and create terrain and relief around. I do the contrary, and my attempt works rather well, I think, but within some limits. Every base has the same starting resources, but the map can advantage neatly some players. Is it playable as is ? I hope some people will get the script and create some maps to give their opinions and criticisms. Suggestions about decorations and such are welcomed of course, but not so deadly wanted. If you find something really ugly, please try to report the seed, map size and players number settings. The script works without error on any map size, but is not really designed to create tiny or small maps with a lot of players, just because there is not room enough. I think it works best on size within medium to giant. Doing so, you may encounter some cases where some parts of the map are unreachable and even players probably cannot join, because mountains/water pools are on the way. I aware of this and will provide a solution. One word about the code (for the braves who dare to put their nose into...). It is not very clean yet, of course. The map creation is not the fullMap() method of the YAMG library but a brand new one. New too is the swiss-knife placer I developed for this. It's a very versatile placer allowing to create quite any area you want, particularly if you want to avoid geometric shapes and patterns. Quite everything is placed with it, except the players starting units and resources which are set with rmgen standard procedures. Waiting for you feedback... Friendly yours, YAMGLibrary.js EgyptianOasis.zip
    4 points
  2. Next thing we will see from @Alexandermb is a whole 0AD Mithology Mod. By any chance would you make a statue version of it? Don't know if it can be used, but migth be cool
    3 points
  3. the attempt for the lorica musculata
    3 points
  4. Started from the beginning using the horse.
    3 points
  5. by having the high poly model ready i could make another low poly using the high poly as texture rendered (see cataphract for example).
    2 points
  6. 2 points
  7. trying to make it in blender for rendering. i'll let you know if i get something good
    2 points
  8. @feneur Did it go anywhere and should we try it again ?
    1 point
  9. But then there were no surprise effect when we would announce to implement Kushites for alpha 23 rather than just randomly committing that on a tuesday night after months of preparation with the best contributors for the job at hand.
    1 point
  10. I might seem a bit annoying, but It'd be nice if you could finish the other tasks We'll have plenty of time for external things.
    1 point
  11. Y use svg technique too did this , however you can surpass this, I'm sure.
    1 point
  12. Awesome, although i think it deserves more randomness on terrain textures
    1 point
  13. @Alexandermb Did you just learn to sculpt ? If so do you have some good tuts.
    1 point
  14. Look at https://code.wildfiregames.com/D1245
    1 point
  15. I guess longer feathers like real arrows.
    1 point
  16. @stanislas69 & @Alexandermb, I see you discussing the ibis statues for the dock. Those are an Egyptian example, so perhaps a Kushite example would be a more appropriate primary reference to use, if you get around to it: I liked this Sun Ape from Kawa a lot. It's the god Thot, disguised as a baboon. Very appropriate, as the Ibis statues also represent Thot
    1 point
  17. Fletching = the feathers. I think it could be a few stripes more. Not much
    1 point
  18. @Alexandermb could you make a statue for Kushites ? See the architecture revision thread
    1 point
  19. @Skhorn From scratch I guess you could take panorama photos. And one picture of the sky above. Else paint it yourself. For that you could either A) Paint everything. B ) Make a gradient background and 1) Handpaint clouds and horizon and sun 2) Find cc0 cloud pictures and incrust them in the sky you just made same for horizon and sun. From existing you'll have to create five power of two textures (e.g. 256x256) top back front left right from whatever pictures. Put them in the folder named whatever you want it to be to find their location just look for a folder called cirrus Note 1 : there is no bottom texture. It's black. Note 2 : This could probably become a part of a a wiki page Note 3 : Textures have to be DDS. Either DXT1 or DXT5 if you need alpha. The game doesn't convert them see first post. Note 4 : You have to make sure the roof of the box somewhat transition without seams
    1 point
  20. @wowgetoffyourcellphone Any thoughts on this ? I like it.
    1 point
  21. You mean from existing files or from scratch ? Yeah that would need two skyboxes one with alpha transparency and slightly smaller and the current on. Doing it should be okay like you just basically have to call the function twice but I don't know how to handle the transparency.
    1 point
  22. fixed the feathers , i need your review if you want explore the eyebull target I need to know.
    1 point
  23. @LordGood what's the current time you have ? The dock also have some weird flickering in the back.
    1 point
  24. Yeah they have to be accurate for them to be included.
    1 point
  25. They will able to interact with the "vanilla" version of game. The awesome thing about 0AD is that there is not a hardcoded faction limit like in Medieval 2, so all of the factions will be able to interact with each other in skirmishes, multiplayer, or the campaign if I choose. With Medieval 2 I was forced to break the game up into smaller bits, so I based the bits around themes like the Great Sea and Termina. I probably won't be porting missions over for awhile, seeing as cinematics are not implemented in the engine yet, so by the time I get to some of those missions that involved the Twili I'll probably be closer to getting them into 0AD. This ultimately depends on what sort of features the 0AD dev team includes for things like campaign missions. At the moment I want the campaign to pretty much be carried over from total war; just a series of scripted missions based on a specific type of challenge with cinematics before and after the mission is over. Naturally a few things will be tweaked. A lot more missions will involve building bases now. I can already picture a few missions dramatically improving from this, such as the Gohma mission where you have to uncover the four dormant hives. The Sky City mission im working on right now will also perform and look much better in 0AD then it would in Total War. Was this a user named memefos who said this? He's a troll, more or less. Majora is still responsible for the later invasion of Hyrule. Demise, Dethl, and Bellum are still at large as of the current mission I'm working on. All three of them will show up again eventually. I'm not entirely sure how I will implement a lot of elements from BOTW yet. Malanya isn't out of the question it's just a matter of figuring out how to introduce a new deity without messing up the lore I've got established. This happens every time a new Zelda game comes out.
    1 point
  26. I'd like to hear what Zaggy1024 thinks regarding this, since he'd be crucial in working with any potential animators we get. I'm in agreement with Erik's thinking behind it. Some screenshots, maybe even a video showreel of some of our best blender work. We have animal animations, ships, lots of cool buildings, animated siege weapons, and even some unit gear, so there's a lot we can show. Artists, what say you?
    1 point
×
×
  • Create New...