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Showing content with the highest reputation on 2016-02-27 in all areas

  1. Hello guys. Sporry for the delay. These past 4 days have pneumonia. Not severe, so no worry, and I am recovery at home quite nicely. Here is what I think will satisfy you. I also fix the alpha channel a lot from original (most will not notice this however).
    6 points
  2. Just a little celebration dance, the Portuguese (Portugal) translation is at 100%. Doesn't mean it's perfect, obviously, but it's nice to reach a milestone. Just curious, when will the new translation strings get incorporated into the game?
    3 points
  3. Hello Guys! I'm enjoying this game a lot, and here is my contribuition for the game: The video is in portuguese - brazil.... I hope u enjoy it!
    3 points
  4. I say it looks great, if you're looking for a passing opinion. It may be less painterly but this cleaner style would better fit the Greek aesthetic IMO. I only skimmed through this topic, but it sounds like your design choices are well reasoned. This change my blessing, for what its worth. haha
    2 points
  5. It would be better to have the input from an artist ( @Enrique, @LordGood, @Pureon maybe?). They're both quite occupied so if they don't answer within a week or so I'll commit this new version myself. I really like it, but I have zero knowledge in what makes a good piece of art!
    2 points
  6. You want to share it on this forum? Then you should create a topic here: Game Modification subforum
    2 points
  7. Wildfiregames presents: 0AD's unit upgrade. -Why do you work on this upgrade when you should be working on pathfinder and performance improvements? -Please note that this upgrade has been done by an artist who hasn't any knowledge in programming. This upgrade has not taken away any precious work time to 0AD programming developers who continue to work on the needed pathfinder and performance improvements. -Why do you make this upgrade? For a number or reasons: Unit models are very old, around 6-7 years old. These new models are closer to today's industry standards. UV mapping and model proportions aren't ideal on the current models. The new ones have realistic human proportions and much better UV mapping. Old animations cannot be modified, only created from scratch. With the new models we can maintain the blender source files of the animations and modify them at will. Since we share the blender source files, the team and the community can make variations for their own model variations and still use the new armature. Old model's armature (skeleton) is very basic and limited. With the new model's armature we can achieve more detailed animations and are capable of basic prop animation -Are these new models already implemented? Do they work with the old animations? -No. The models are finished and ready to start animation production. We will remake all the unit animations and implement them when there are almost all of the required animations completed. However, the models are commited to the SVN version of the game with some test examples that you can check in the map editor. These examples and the models will be released in the next Alpha release (Alpha18) if you don't wan't to set up a SVN version. To check some unit examples in SVN, go to the map editor and in the object tab, search for all actors and filter by "newunit". Once selected click on "Switch to action viewer" to isolate the unit and zoom in. (please note these are just examples and they aren't final unit setups) -Do you have increased the number of unit variations of the game? -Yes, now there are non-armored unit variations, and armored unit variations with some differences. There are plans to add some more in the near future if time permits. -Can I make my own animations for my mod and use these new models? -Yes you can! Check at the bottom of this post to download the blender source file(s) of the armature and check the SVN newunit xmls example for setting up your own units. Don't forget to check the presentation video where there's a short explanation of how the armature works. -What is left to be done before I can play with these new models? -Since the unit heads have different size than the old ones, all the helmets in the game must be resized to fit them. Also as pointed a few lines above, we're going to upgrade all the animations to fit these new models. When these two tasks are complete or close to completion, we'll implement them and you'll be able to play 0AD with them. -Is there something I can make to help with this task? -Yes! If you are a skilled animator with experience in human models' animations you can open a thread in "Applications and contributions" subforum, tell us about yourself and show us some of your animation works! Male unit variations (Old Work in progress): (Click following images to enlarge) Female unit variations (Old work in progress): Download the blend file and start animating! Enjoy! New unit upgrade animation template.zip
    1 point
  8. The new version is in the development version: http://trac.wildfiregames.com/changeset/17805 Thanks to both of you for proposing and performing the update. I happen to be collecting names for a new Credits page in the game. Danny and wowgetoffyourcellphone, do you want to be credited, and if you do, do you want your nickname, your real name or both in the credits?
    1 point
  9. You write an @ symbol, then a space, followed by their username. It seems a bit hard to get to work all times, but if you get a list of names popping up after you have written the @ and a space it is working. It seems as if it only occurs in some cases, after commas and after some words. Not really sure
    1 point
  10. Even I never seen before an African guy, here.
    1 point
  11. Parabéns! The updates will be automatically added in the next alpha.
    1 point
  12. I think someone need to share about 0 ad in fb fans page, cause not many people have write this topics
    1 point
  13. Born in South Africa, grew up in America, now at home in Angola. I'm pretty sure I'm the only one on these forums from Angola, but please tell me if I'm wrong.
    1 point
  14. It annoy me so much Sergui does not drop off his resources before he retask his workers. lol. He loses so much resource.
    1 point
  15. A, E and Q are already used for camera rotation. F is used for "follow" mode (which is exactly what you're asking, it takes you to the selected unit and follows it, though that doesn't work for buildings AFAIK, which would be a nice improvement to implement). @GunChleoc That's an interesting proposal. Though I wonder if it's worth the effort. Those things should either get implemented or removed.
    1 point
  16. In case you want buildings that automatically generate resources, there already is a "ResourceTricle" component. See an example of it in the Persian palace: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates/structures/pers_apadana.xml (line 55) (hint from leper)
    1 point
  17. https://github.com/0ADMods/summary-charts You can try this mod, but it is not guaranteed to work.
    1 point
  18. @wackyserious:What time will you finish this mod, and when will the mod be released?
    1 point
  19. Just watched the youtube video. Most impressive - you have put a lot of time into this. I love the medieval building set. I think I was most impressed by your icons which look beautiful. Though I don't understand the pony stuff, well done - bravo
    1 point
  20. niektb is derivated from my full name Niek ten Brinke. (Not the most original) I mostly use this one at other forums except steam where my name is THUNDERGUNNER! (In collaboration with my brother THUNDERHUNTER!). I live and study in the Netherlands, currently studying Electrical Engineering. GMT+1/+2.
    1 point
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