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Showing content with the highest reputation on 2014-03-31 in all areas

  1. I just want to let everybody know that thanks to Stanislas69 and Hephaestion we finally have a working armature in blender compatible with the current unit meshes. Thank you guys! I'll be posting soon a blend file with a basic IK rig for everyone who wants to make new animations.
    2 points
  2. That's some nice texturing work. I agree with Michael here. Leaving such a big part of the model to playercolor will break the color composition depending on the player. It's better to have full control over the main colors of the model/civilization. There's a very nice tutorial about colors in general and composition from blenderguru Here. Very recommended:
    1 point
  3. Thanks Lion, master of latinamerican references. I will try to fix it as soon as possible. You have done a good job. Hopefully the Mod Manager will spread its word farther. Converting healers ...
    1 point
  4. A small update from my texturing business: What it has: - a roof that adapts nicely the player's color - Baked AO-maps What it needs: - A full re-texture except the roof (and maybe those red bars) since I don't like the wall and wood textures since they lack a certain detail. Same goes for the door. On top of that you still see some seems since the textures weren't placed exactly against each other. Let me know what you think of it right now!
    1 point
  5. Also do you know that you can keep your public folder clean and create a separate map? See for more info my tutorial: http://www.wildfiregames.com/forum/index.php?showtopic=18396
    1 point
  6. Welcome to 0 A.D. and to the Council of Modders niektb and I are part of the management sector and am founder of the Council. Brief history of the Council: Recently, we have established a Council amongst our modding teams here, to bolster our initiatives. Realizing that only way to effectively liven up routine and blend extra minds into all the projects to aid in diversity, skill, and cooperation, we quickly fused together as a managing team that strives to see our work through. We also hold true to ourselves loyalty to 0 A.D. as a game, and strive to become it's backbone to ensure its survival, with the intent of introducing and recruiting, artistic, enthusiastic individuals like yourself to be the stone in our walls, which shall steadily grow, transforming our endeavors for 0 A.D. into reality. Breathing life, and animating artistic thought into code. It's by obtaining a multiplicity of skill, in all the variants listed in our recruitment ad, that guarantees and enforces the longevity of RTS's, and RTS in the old school sense (AOE/II) So we can hold true to ourselves that stiffy disks and floppy disk drives died out, RTS certaintly won't if we have anything to say about it! And I believe... One of the most crucial and awarding attributes for a Council member here, is a love for history. This is an inspiration focal on putting forward the drive and willingness to apart of such a thing, it's essentially why RTS still exists, is because of people with said inspirations. 0 A.D. is truly in my respect, an RTS that answers for all the demands and WISHES one had in the days of playing Age of Empires. 0 A.D. grants the wishes of accuracy, freedom, features, art, gameplay and more. and designed with modders in mind. So we have the most beautiful facility here to project history in a beautiful engine. 0 A.D. once started as Rome mod, fueled by the same wishes mentioned above. and whilst Rome was in mind during it's creation, it shifted from a mod hybrid into a game of it's own, catering for all the civilizations in the time period. AoE dieing out, outdated and becoming to stagnant in gameplay, it was no surprise how things changed. So having a passion for Rome, I decided to go ahead and re light the passionate red flame of Rome into a mod project of my own. Simply because my vision of Rome in an RTS is still unsatisfied with what's here. Though 0 A.D. as 100% improvement from previous RTSs, I feel it can be 120% 0 A.D.'s Rome had her done and a bath. My project of Rome, will be it's beautiful sister with long blonde hair in a bright shiny sexy red dress. I hope you may be a taylor in sowing such a dress We also especially hold strict accuracy and authenticity policies in our work, and as such, you will be seeing plenty of researchers and historical debates happening in these threads, now, and in time to come. This is normal here. Now with the introduction out of the way, and all the woffling, do make yourself at home. At this present time, we haven't got anything major to do in terms of tasks. We are still building the Council to a certain point before work really starts to begin. We haven't even got a staff summery to see who is actually in the Council. So there's still a heck of a lit to do. But important thing to remember, is that we are in no rush. Obviously we would like everything now, but we in no rush We do urge all councilors to include our signature in theirs to define us on the forum. You will also be included in our PM, for this however, you will have to make 4 more posts before you can be added. Spam protection If you have any questions, feel free to ask.
    1 point
  7. I think the warnings are a good thing, as they help raise the awareness that undefined is a special value in JS and should be treated as such. The programmer should know if a variable can ever be in the undefined state without it being a bug, and in that case they should test for it explicitly. I would argue it's bad practice if a variable can either evaluate to false in some other way (e.g. false, 0, "", null, NaN) or be undefined, it should be one or the other by choice, so the type+value test is more appropriate: "if (foo !== undefined)". That's also part of our coding conventions. I think a lot of subtle bugs can be caught by warnings like that (and a good understanding of the peculiarities of JS).
    1 point
  8. Hello all, I recently saw your post on Polycount looking for a Artists, as seen here, and was asked by Niek ten Brinke to introduce myself! Currently I am an undergraduate at Staffordshire University- about to graduate this may! When university is over I am able to work much more on the projects, cannot jeopardize quality. Really into my history mainly European Military history.- especially WW2. That is why I sent my application your polycount post. I am mainly a character artist: 3D Sculpting, modelling, unwrapping, texturing, rigging and animating. My mains skills are 3D Sculpting and Animation. Although I enjoy animation slightly more! 3DS Max, Zbrush, Photoshop, UDK, Blender and GIMP are the main software I used. Have worked on other game projects before, but always looking to broaden my experiences, knowledge and capabilities whilst making a cool RTS- and one base off history at that! My portfolio can be viewed here No Stagnant Skill.
    1 point
  9. Below are updated Photoshop visuals using the new official font and chosen button design. Note: content shown may not match latest game screens
    1 point
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