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Showing content with the highest reputation on 2026-02-11 in Posts

  1. @nifa sounds great At the moment I am doing some tests to get familiar with importing models and textures and so on.
    3 points
  2. Maybe a new olive tree is something you would be interested in? There's already one in the game that you could use as a reference. We could use it for an ochard and for the erechtheion and the olive mill. https://wildfiregames.com/forum/topic/138517-erechtheion https://wildfiregames.com/forum/topic/125638-athenian-olives
    1 point
  3. These are Zoroastrian priests or Magi depicted on the reliefs of Persepolis from the Achaemenid empire. These are not women.
    1 point
  4. Early access for players testing versions R28 or R29 of the game. It's basically Petra, but with customization options and for game >= R28. Some features from Petra_Expert have been added. Added the ability to customize the bot before starting the game. Values are not saved when exiting the game or returning to the previous menu. More detailed description of parameters: Added the ability to recruit support units from houses. The number of barracks has been increased to 5. The Research Manager has been slightly redesigned (instead of searching for technologies in a cycle, all technologies are stored in the cache and selected by a direct key: name or modifier by 1 step, the cache is updated when moving to the next phase or after the construction of a building is completed). Technologies from the Storehouse, Forge, and Champions remain in place, while the rest are currently disabled. With certain settings, the bot can reach up to 200 units in 11-12 minutes of play. Mod support: r28-bot.zip
    1 point
  5. So I was some time afk, but I'm back on it now. It seems the visible edges that were bugging me are seams that were baked into the normal map. I tried around a lot and read all I could find about it but the way to go is to reduce the seams. So now I have a new UV layout and unwrapped the body with almost no seams. The negative side is that I have some stretching now. Also I added some geometry in the belly area, it's smoother in an area which is seen a lot by the player. like this? If the colours are good I will continue with texture painting some details, eyes, mouth, sandals etc. Don't mind the offset of the quivers, it was made just for clean baking The fact it doesn't crash is because I don't use the AO ingame. I just bake it together with the colours on the diffuse. So I feed the AO that I baked into the nodes of the materials in blender. That's how I understood the instructions. I could also add a AO map in the actor if that's better. also let me know what you think of the uv layout now:) @Stan` @wowgetoffyourcellphone Normal map baking stays a problem though, even when baking with a cage. Only solution I see is editing by hand afterwards, similar how this dude did it:
    1 point
  6. The top of the barrel is flat, but the rest is smooth shaded. I added some extra barrels, the leftmost without any smooth shading.
    1 point
  7. A desperate effort of a fanatic Muslim that wants you to think veil was normal in Persia before Islam (veil was used in some cases in Persia, Greece and other countries as a symbol of high status but never was a norm and a must wear). Since hijab is very unpopular (yet still forced on women) in Iran, people like him do anything to pretend hijab is normal and a part of the Persian culture. Do your research! See the British museum for yourself to see how Persian women looked like before Arabs invaded them and forced their religion and customs in them by sword.
    1 point
  8. Basically, the excerpt from Iranica Online sum it up well. There are plenty of variation and use in their clothing according to their social ranks or the context. The wikipedia page about the veil gives other indications: https://en.wikipedia.org/wiki/Veil So I don't think the current depiction of Persian women is that wrong. Maybe we can enhance it and diversify it.
    1 point
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