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Showing content with the highest reputation on 2015-05-10 in all areas

  1. Hey guys, thanks to sanderd and leper, even a computer noob like me could make his own mod. The mod focuses around the gameplay aspect of the game, trying to make decision making and strategic abilities a central part of the game, doing a few tweaks to structures role and some units stats and cost. To have a better view of the project, check this topic http://wildfiregames.com/forum/index.php?showtopic=19828 I make this topic not just to gather eventual testers, wich would help in the near future, but also because i have some questions: How do i share my mod? How do i make the mod less heavy? all the "public" files are in the mod folder right now, should it work if I only put the modded file in it or is there some stricter rules to follow to make it run? i once tried to only put the "simulation" folder, but didnt work for some reason. Thanks in advance! Mario.
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  2. Nice references lion, I hope the previous helmets will get in the game soon. The cataphract helmet is in though...
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  3. We try to interfere as less as possible in mod design. So no, there will be no team member taking this task. It would also be considered very rude to just take someone elses model and cut the original creator off.
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  4. That's what I forgot in the PM. You can find our Millennium A.D. sources here: https://github.com/0ADMods/millenniumad You can download them using a simple Github client like Github for Windows (though others prefer TortoiseGit): https://windows.github.com/ This was btw the concept for Longhouses: http://wildfiregames.com/forum/index.php?showtopic=17918&p=303012 There is an art subforum which you eventually could use to create a task topic: http://wildfiregames.com/forum/index.php?showforum=442 (could help to structure the forums)
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  5. Niek's post refers to a concept that's been on this thread for nearly a year, and the model is built off of it nearly 1:1. There has been plenty of time to critique between the sketch and finish If you find more source material then absolutely update this thread. As hesitant as I am to make another quadrangular fortress, if you have source material to back it up I will seriously consider it, especially for this faction. those arch reliefs on the Seleucid Acra in particular could be a fantastic addition to the texture pack if Enrique knows about them.
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  6. Polygon count is fine low but the range we keep for vanilla is somewhere between 1k-100k depending on the size and re-useability. The less the better, 100k is only used for the hanging gardens I think, which is an enormous Persian wonder. the count has changed over the years, so I'm not sure where they stand. I tend to keep it between 5-8 for most medium sized buildings, maybe splurge for the wonders, CCs and castles Also using the mod's texture pack is vital for keeping the coherence of the building set as a whole, if Stan would like to add them to the norse_struct that's one thing, it ought to be revisited in earlier buildings though, if not then it may be beneficial to ask for the source files to see where everything stands. The Millennium GIT repo should have everything you need.
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  7. Well 600 is fine to me though normally we use the viking_struct.png for our models. Nevertheless I like your textures, did you make them ?
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  8. So... Whats the polycount Limit on for the structure models? I made a quick model here, and rendered it in cycles. 634 Faces/Polygons
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  9. Hi! My Name is Daniel, 25 years from Norway. Let me first say that I looove this game, and I wanted to contribute a bit I am a Viking enthusiast and I have seen some screens of some Viking buildings, and i am very interested in helping out with modeling, and maybe animating. I have not done very low poly houses before, but I guess that I can give it a go. My main 3d softwares are Blender, 3ds max and Zbrush. Here are some screens: So. Yeah. Is the millenium AD still going strong? I can also help out with other things, but my main interest is to add Viking models to a game =)
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  10. Press i. It seems we missed adding that both to the in-game manual and to the wiki page. EDIT: r16640 and also updated the wiki.
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  11. The Roman's big advantage was logistical. They built fortified military camps that were basically temporary cities - they sometimes became permanent cities. They were able to support their legions in the field indefinitely. Other peoples, when you defeated them, they went home - the Romans went back to their camp and prepared for another attack.
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