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Showing content with the highest reputation on 2017-11-12 in all areas

  1. Idle, walk and attack done for the archer but the middle guy is clipping with the front guy. The best could be remove the rider and move the R1 to rider seat
    3 points
  2. Here's the maur ram @Nescio without reference images it's kinda hard to imagine how it was so i follow they architecture design and used the same textures of the buildings. maur_ram.7z
    2 points
  3. @Alexandermb, seen as you're having a go at the elephants, maybe you and @wackyserious could work on the Kushite Hero Elephant (ridden by King Arakamani): I found this sumptuous illustration of a Kushite King on his war-elephant. Kushites probably wouldn't have made (much) use of towers on their small forest elephants, but we can easily imagine a king riding a larger bull, with a lightweight tower (call it Ptolemaic influence). I think the image is an excellent imagination of what a towered royal Kushite war elephant could have looked like. My only suggestion is to replace the green fabric with padded cotton. I'll understand if you don't have time for this, you're both quite busy people, it would just be nice to replace the current placeholder.
    2 points
  4. Awesome tech you mean.
    2 points
  5. ok nice but still, the important comment i wanted to say is that most of these changes won't apply anymore when A23 is released, and a more durable solution is to do these changes in svn (either directly if not mod-specific, or add some way to ease the modding for the others). I'm not sure there will be any time difference, but i agree such early-return would be better for readability. Patch welcome!
    2 points
  6. You might be right, but I think for UI recognition purposes the target may be best. It stands out from the rest and already has an association with archery in the players minds. Could maybe throw a bone to realism by making the target a straw/hay target instead of a piece of plywood.
    2 points
  7. Do not upload the ones that I made, those are outdated. The current source file has undergone a lot of change.
    2 points
  8. Green light! the animation files can be imported to blender
    2 points
  9. 2 points
  10. pixel fixing... archeryrange1-3.psd
    2 points
  11. Can you try fixing the elephant drivers? That would be something that could get committed quickly.
    2 points
  12. Gaia strikes again along the sides of the river. Players: West: mord (athen), SarhaElda (gaul), PricipalityOfZeon (mace) vs East: bb (sele), juniormaster (mace), pablek2 (mace). Spoiler below gives a short summary: Replay below: commands.txt
    1 point
  13. Normals work for body meshes, it's the AO maps that don't
    1 point
  14. Don't forget white strips for the consul.
    1 point
  15. Do normal maps work on the body meshes? I've read somewhere here in the forums that normals aren't supported in animated meshes in the game. IIRC? Enrique does have something more promising though. If only we can acquire his muscle thorax textures.
    1 point
  16. Yeah my issue on this most recent one is that the geometry seems to be the defining edge of the armor and it seems a bit flat as a result. I would recommend you find some way to make normal maps for these, they would make a world of difference
    1 point
  17. The only occurence of something like that I know of is some Chinese texture currently in the game. While I consider adding unused functions in the engine to make it more moddable, such as https://trac.wildfiregames.com/ticket/3488 I don't think adding art is a good idea. First because the people maintaining art assets notably programmers who could have already 12 used civs to deal with so adding random actors just for fun doesn't seem like a good idea. Then because it gets hard to keep track of all the mods using stuff that should be committed especially if said stuff is tweaked differently in every mods. This ^ also is a good example of "it's not because we used to do it in the past that it's a good idea". Also it means we are bundling useless stuff for releases. I guess what I said above applies to this, unless Kushites are integrated alltogether.
    1 point
  18. The Mauryan elephant archer is different. There is a reference somewhere here... But anyway, the basic has 1 archer, the advanced gets 2 archers, and the elite gets 3 archers.
    1 point
  19. In MP it happens rather often that specific players wants to play on a specific map, so following that logic one should first select the players then the map then the rest (civs etc.). But that would be ultra ugly gui wise, since players and civs should be grouped together. However the topic is open for new suggestions for the gamesetup ui, if someone comes up with a nice sketch, I would certainly consider it.
    1 point
  20. 1 point
  21. @wackyserious I think what best is : Highest resolution PSD you have to be committed to the art repo 256x256 texture for the game. For the texture itself can you try to add some details ? It looks a bit flat to me. Maybe some scratches edge wear would help
    1 point
  22. It would be nice if actor improvements such as these and Alexandermb's could be included in the svn version instead of in some arbitrary mod (better concentrate all efforts in one place).
    1 point
  23. File loading order is alphabetical, a mod can just add a few files to actually extend the AI. As you have to add some code to make the AI do what you want, you can just add that to the AI. I suspect patches to make some parts easier to configure for mods are very likely to be accepted.
    1 point
  24. 256px, its good to have a higher res source on hand for edits and derivatives when necessary. All the unit textures are currently in 256 though
    1 point
  25. @stanislas69 @LordGood Should I downsize the textures to 256x256 when I upload them? I remember Enrique requesting me to upgrade the textures to 512s but he also mentioned that he will downsize them in-game, he kinda wanted a high resolution source file.
    1 point
  26. No. You just have to pass that setting like all other gameAttributes. Nomad for most maps is probably going to happen for RMS, for Skirmish maps that is already unlikely, and Scenario maps are either nomad or aren't. Why do mods need a specific init? So far everything has worked without one and there hasn't been any good reason to add something that isn't needed.
    1 point
  27. You should do something about the feathers it doesn't look good to me. The rest is okay though
    1 point
  28. 1 point
  29. This is how it looks ingame with the iberian cavalry texture.
    1 point
  30. > I wish to know why have you entered a open-source project, your motivation and thoughts on the subject (open-source community, open-source at all, proprietary codes, etc) Free software is written in the interest of the user, while commercial software is written in the interest of the corporation. The latter seek consolidation until they become a monopoly and we frequently observe them working in diametrical opposition to the best interest of the user. > Do you think that open-source should be implemented as a default, and have no proprietary apps? Publishing software under a free license is right thing to do, but it doesn't mean proprietary software should be prohibited with force. > How do you feel about the project itself 0 A.D. feels like a triple A game to me and I'm proud to be part of a group that so many wise men were part of and that worked on it for more than a decade. > I mean anyone can go on and program 0 A.D in their free time Most are too exhaused in their free time to work on such stressful tasks then. > is it important that your free time is covered up in programing open-source? if yes, why? What do you think about the ethics in this? I don't understand the question.
    1 point
  31. I highly recommend Overleaf (the link has my referer, but you can remove it, if needed), you can use it as full free, it has online viewer/editor, templates and you can work with it through git.
    1 point
  32. Nope, that's a bug. I expect this to be fixed a the same time as handling mods in the lobby.
    1 point
  33. We should probably tweak those chariots to take the horses into account. Also we need body armor for those horses. What do you think @Alexandermb
    1 point
  34. If that is the reason for the extended, why are popcap , starting res an some others then hidden under the extended tag? Personally have nothing against just removing the thing extended thing, the only thing that might stay in extended for this reason is the map name, as that already is shown. But having the thing for just 1 value => meh
    1 point
  35. This could be a way of make the heavy armored horses with just textures, just have to make a little uv's adjustments and done. Uv edited:
    1 point
  36. This seleucid chariot should have the seleucid emblem at the same place the persian emblem is on the other one. I also think the saddle texture should be modified to suggest there is a wooden curved bar that goes above the backs of the horses. Now it looks like all horses bodies have been pierced by that giant scythe.
    1 point
  37. Annnnddd the Mage heavy fully aquatic Zora Dominion army is done: As usual, unit details: Time to get all the buildings in now
    1 point
  38. Soloooy0 jeee! you administered them a very very decent correction here. As far as my sins uh, skills allow you made very few glitches and used a variety of very nasty & effectives tactics to win 1v2. gg I think I'll replay it!
    1 point
  39. Update: Lithobolos animations adjust siege_weapons_animations.7z
    1 point
  40. Hey, the Sound-Design-History of 0ad seems to be verry complicated because of so many people worked on that years ago and its not easy for me to oversee everything. There are already hundreds of sounds. And that creators were just "ghosting"? Here are some Sounds from yesterday and todays work. Its is verry "alpha" preview like... https://www.dropbox.com/s/ly7iscpe4mbm24o/1 Alpha.rar?dl=0
    1 point
  41. Atlas map editor screenshot Texture file
    1 point
  42. Here's the same textures at 256x256 resolution (standard unit resolution): Yes, it's a bit tricky nailing exactly where the casting rays are going to end when baking with cages, I could try to make the space between the eyes wider. It's modelling, sculpting and material setup. The human mesh is from makehuman (CC0 human mesh creator) I created the basemesh with it and then sculpted over it. Here's a pic of the highpoly model with realtime PBR shading if you are curious
    1 point
  43. Ah, that seems like something that I can copy into my image file
    1 point
  44. now we have a fortress tied in height with the Britons, oh dear i edited the mossy tiles a bit to fit the rest of the texture pack better, just color value and saturation stuff
    1 point
  45. lol i took the big screenshot xP Ill take a smaller one once i get the shields on it!
    1 point
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