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Showing content with the highest reputation on 2020-08-15 in all areas

  1. Hello all! i've made this topic to show some cuirasses i've done once when i had proper internet connection but didn't had a chance to post it. This are textures (cuirasses) done procedurally with blender. So we can have them with normal and specular maps included in any possible color whitout too much effort. Some are recreations of actual textures with specular, normal map. While others are new additions following a few references i could get. Everything was done using Blender and some meshes and procedural materials. Scratches could be included in case is needed but every texture ingame of cuirasses didn't had a single scratch so i guess not. In the current state, i could upload every texture seen in the screenshots if its necessary or if it has a good visual quality to be introduced, and post here the alpha layers. Texture Preview: Ingame screenshots:
    7 points
  2. Son creados a partir de modelos planos:
    2 points
  3. Tried that with a "tunic" generator i was trying also: See the results: (wich looks more like silk than cloth but thats the material itself. ) Good thing is the mesh works as i've expected selecting alpha and using only mask's as shapes for texturing
    1 point
  4. Forgot to mention im using GPU skinning wich makes them look okay with norm map and low contrast, but as soon as i disable the GPU or "Parallax" it looks plain from the distance whitout contrast. (Also some contrast were hard to get because it was luck) For example the one i find perfect between contrast, norm map and color is Triarii Cuirass.
    1 point
  5. While I'm not opposed to the existence of code owners groups, the people currently included in O11 (@badosu, @borg-, @Feldfeld, @scythetwirler, @Stockfish, @ValihrAnt) are not interested in every patch, only in the subset that affect gameplay balance. Basically split the group in two: “simulation data and templates” (current repository paths) “gameplay balancing” (current people) and add a global herald rule to set the gameplay balancing group as a reviewer to any patch that includes [gameplay] in its title.
    1 point
  6. The end-users are players, and for them file names etc. are completely irrelevant. However, for future additions, modifying the game, and making maps it helps if file names are reflective of what they are. This is already the case for e.g. pyramids: gaia/ruins/pyramid_great.xml gaia/ruins/pyramid_minor.xml structures/kush_pyramid_large.xml structures/kush_pyramid_small.xml The folder paths make it clear the former two have a different function than the latter two. Likewise, it would make sense to have fruit and wood trees in separate gaia subfolders, to make it less likely map makers mistakingly pick one functionally different from what they intend. And if at some point there are e.g. different geese, then birds/goose.xml gaia/fauna/goose.xml would make it clear which one flies around and does nothing, and which one can be killed to supply food like other fauna.
    1 point
  7. Hm? Maybe I'm spoiled as I get 100 fps on EA and DE. lol
    1 point
  8. Samnites fought in the "manipular" style. In fact, Rome adopted their system when fighting them in the Second Samnite War.
    1 point
  9. The guy in the middle (1): Would call him "White Linen Warrior" or "Linen Regiment" "White Champion" or "Chosen Warrior" or something like that.
    1 point
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