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Showing content with the highest reputation on 2015-06-20 in all areas

  1. Well, yes, I might have saved a little work by using an already existing shield model, but since I also want to make the shields part of the damage model, I might want to create damaged shields aswell (is anyone here a fan of parts flying off a ship when it is rammed and seeing damaged and missing shields on a damaged ship? ). Also, the shields are, like the oars, attached via empties, like in the current models, so they can be exchanged for any shield, at any scale Also, a little bit of cleaning up and added ladders (yes, those things at the back of ships were typically gangways and/or ladders, not a path around the back of the ship, like it is sometimes falsely represented in modern art as ... at least that's what all the literature says I have read so far ...):
    3 points
  2. It would be nice be able to set some random environment setting. So, set sun color, shadows, fog, etc. then save it as a "random" setting. Change the parameter and then save it as another "random" setting. All info gets put into the map file and when the map is run the setting presets are chosen random. Something like this for skirmish map would be better than completely random (you dont want the sun to be at weird angles on some maps, etc.), so you make 2-10 presets and save them to the map file and they can be randomize that way.
    2 points
  3. Good idea. Maybe have hull of boat in 2 or 3 or separate pieces too, for boat cracking apart when dead. ( mor pieces if team want to go so far as show boat cracking in half at point of ramming impact, which would be awesom).
    2 points
  4. If the masts are separate pieces (rig / bones), then they can break off during a sinking animation. This would allow a sunken ship to sit on the bottom for awhile (before gradually sinking through) without the mast sticking out of the water.
    1 point
  5. I'm an avid long-time 0 A.D. player, and as I saw there was a new update a while back, I updated and gave the atlas another try. However, I've found there to be a few changes that I annoy me greatly, but might be fixable? First, when setting a dock, all of it has to be absurdly on land--whereas before they only needed a little on land, in order to look like a dock that actually goes in the water. Secondly, while the overlap which makes the object being set red and unable to place is handy sometimes, it prevents me (so far) from setting walls directly next to each other, or slightly overlapping so as to provide a smooth continuation. Is there a better way to create walls or disable the placement preventer so as to be able to create a seamless wall? Thanks, KayEhn
    1 point
  6. Confirmed. units/rome_infantry_swordsman_b has other/palisades_rocks_fort explicitly disabled, while the other roman infantry do not. Curiously, on scythetwirler's master branch on GitHub, the commit where the above is implemented (https://github.com/scythetwirler/0ad/commit/451f87997233e674f47aa92acea9f07e0fdbf8ac) is the same commit in which all the other infantry units acquire the ability to build it. So it may be intentional.
    1 point
  7. Sorry for reviving this topic but I noticed that AoK II: HD is now on sale in the steam store. Today it'll cost you €3,44 with The Forgotten Empires included (thought it worth sharing since it's a way more reasonable price than €20+TFE costs)
    1 point
  8. I'll try to find more referrences online that you guys can use. I'm eager to play the Millennium AD Alpha.
    1 point
  9. The colors in Atlas are not restrictions, they are just hints. You can also place a building where it appears red. But indeed, in the case of the special buildings like walls and docks, they're bad hints.
    1 point
  10. To answer your second point: it's only a helper but doesn't prevent you from placing it.
    1 point
  11. For triggers you can take a look here: http://trac.wildfiregames.com/wiki/Triggers Also you can see some examples in maps like, A Silent Day in Gaul , Gallic Fields.js, Trigger_Demo.js and survivalofthefittest.js. (The last three comes in withinn the game).
    1 point
  12. The thing is mostly what do you want to do. If you want to draw sketches you could do stuff for the MilleniumAD Mod. If you want to make scenarios you can work on the three mods cause we don't have yet good scenarios for mods. What do you need for texturing ? Applying them to 3D models is not that hard here is a tutorial I made not so long ago If you want to model I can help you depending on what you need. There are a lot stuff to do for mods =) Bamboos are present. Unless you want to add it, I never seen it planned anywhere.
    1 point
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