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Showing content with the highest reputation on 2020-09-21 in all areas

  1. This one has 5 Gaia temples and 2 Gaia lighthouses, each protected by some Gaia combat units. aa2020-7-Latium-2v4_6p.xml aa2020-7-Latium-2v4_6p.pmp https://github.com/andy5995/0ad-maps/tree/trunk/maps/skirmishes
    2 points
  2. Should I lightpack my uv and be done with it ? I assume you mean Smart UV Project/ Lightmap Pack options of unwrapping in Blender. If that's the case, ambient occlusion is generally the only one that needs that as it's gonna be one texture per model (Although you can sometime manage to use the same texture, eg baking props with the main mesh) In general unique texture should be retexturable in photoshop for skins, so if you use lightmap or smart uv project that's literally impossible. Depends on the size of the object, sometimes diffuse is enough. Also note that you can't use AO with animated mesh and you need to bake it into the diffuse, and that normal maps only are supported with animated mesh if you add gpuskinning=true to your config file (That's also what limits the number of bones to 64, else it's 255) I'm not sure the helper bones count into that 64 I think it's only those with weights. Actually I'm not sure, can you show me an example ? Also note that Albedo is for PBR engines, and that most of the time we need to bake light information in the diffuse, because 0 A.D uses a spec/norm/diff rendering Specular is not limited to black and white, you can also use colors. Transparency used with specular and the glow material creates an inner glow (as in you won't see light on other surfaces) Transparency on normal maps creates a parallax effect. AO Maps should not have an alpha channel, although it is supported and does nothing.
    2 points
  3. I have already been experimenting with giving the game a much needed update to the terrain textures. I have been exclusively using assets from this website here, licensed as cc0: CC0 Textures - Public Domain PBR Materials We could contact this gentleman and ask for his assistance in creating new assets if his site currently does not have them and WFG could even become a Patron (his highest Patreon level is $5/month). Even if we don't try to partner with him, we can still utilize his excellent CC0 assets and ask him to check out how we're using his stuff. cough I am very keen now on using CC0 or CC-BY-SA materials. eh hem. And so far the results have been better than I'd hoped. EXAMPLES India: Desert (using assets from the India biome) Alpine-Polar (I think these 2 should be combined) Pros for updating the terrains: The game's current terrains are inconsistent in quality and scattershot in style. A new set of terrains can unify the quality and style. Terrains take up a massive amount of screen space, or what the player sees, so improving them gives a large boost in visual quality. The current terrains don't fully take advantage of the graphics engine's capabilities. A new set of terrains can do that. Improving the terrains can bring the look of the game closer to modern expectations. We can reduce the sheer number of terrains by half, which comes with the benefit of visual consistency and ease of use for mappers. Cons for updating the terrains: It will take considerable effort and take attention away from other possible tasks. The new textures will be on average 4x larger than the existing textures and will add normal maps and spec maps where previously there were few. Will increase the graphics memory load and possibly push out those with low-spec computer rigs. ?
    1 point
  4. This is my first custom made map. Looking for people to test it out and give suggestions and/or criticism. Screenshots: https://imgur.com/a/PfOcfxo It is a little heavy due to lots of structures, units and vegetation. Anyone who can optimize/beautify it without loosing the essence of this map is really appreciated. Essence of the map: 1) Player 1 is advanced and has lots of structures and treasures inside the city for scarcity time. Protected by the impenetrable wall. Comparatively low natural resources inside city, so dependent on resources externally, in order to save reserves against a siege. 2) Player 2 has lots of units, ready army, lots of resources and can launch a siege against player 1. 3)Player 3 & 4 are smaller but crucial. The player 1 and Player 2 have to maintain diplomacy with these smaller "nations" in order to survive and have access to external resources out of their country. Which they will require to launch an insane campaign to kill the huge opponent. 4) You can play as Player 1 defending against a siege and defeating Player 2. Or the other way around. You can even play as smaller "trade" nations in order to define the balance between powers. 5) Best enjoyed 2v2 or 1v1vCPU [player 1 and player 2 as manual] The inspiration is being saturated with the same rush to resources, upgrade, reach new ages and win. I wanted more strategy and diplomacy. Hope you guys have the patience to put up with a first time publisher. Have fun! Epiphany_v5.xml Epiphany_v5.pmp
    1 point
  5. “All” is too strong a word. However, domestic mammals were generally killed in much the same way as is still done under Jewish and Islamic law today: say a few words, slit the throat in a single move, and let the animal bleed to death. Regardless, daggers are weapons for stabbing people, not tools for killing animals.
    1 point
  6. ------------------------------------------------------------------- Modelling ------------------------------------------------------------------- UV-layout ------------------------------------------------------------------- Texturing ------------------------------------------------------------------- Rigging ------------------------------------------------------------------- Animation ------------------------------------------------------------------- Export to the Engine; Actors & Templates -------------------------------------------------------------------
    1 point
  7. Not that I know of. The engine only knows those two for now. The shaders are told to use UV1 for diffuse and UV2 for AOmap you cannot override this. You're limited to one material per model
    1 point
  8. A few images from Rémy Boucharlat “Archaeological Approaches and their Future Directions in Pasargadae” in Ali Mozaffari (ed.) World Heritage in Iran: Perspectives on Pasargadae (Farnham 2014) 29–59: More information and images: https://www.livius.org/articles/place/pasargadae/ https://commons.wikimedia.org/wiki/Category:Pasargadae https://www.livius.org/articles/place/pasargadae/pasargadae-photos/pasargadae-tomb-of-cyrus/ https://commons.wikimedia.org/wiki/Category:Tomb_of_Cyrus_the_Great Made for Cyrus the Great-day: Pasargadae is c. 43 km upstream from Persepolis: Anshan: ancient Elamite capital of the region Pasargadae: city (and tomb) of Cyrus II the Great Persepolis: palace city started (c. 515 BC) by Darius I the Great and continued by basically all Achaemenids after him Naqsh-e Rostam: tomb of Darius I; three others are believed to be those of Xerxes I, Artaxerxes I, Darius II, and an unfinished one possibly for Darius III. Also various Sasanian reliefs added centuries later. Istakhr, minor settlement under the Achaemenids, became more important afterwards, first capital of the Sasanians.
    1 point
  9. Hey folks, Per the #1997 ticket , starting a thread for the gharial. ---------------------------------------------- Model The crocodile as in source blend as a comparaison. Triangle count of 507. Waiting approval. ---------------------------------------------- Texturing: Not being able for now to procedural texture the animals given the need for high detail on low poly, I decal photo texture into the lp model. So I prefer to wait for model approval to have as little as possible deformation in the texture. Question: I found some nice images on a website called pixabay.com . Create an account and the texture are said to be under their #pixabay licence which looks like a creative commons, sort of. Link to their terms: pixabay licence I guess that allows us to use them to texture cc0 models? Anyway, here is my list of textures that I will use, probably not all but well. I have a list for me, but I figure that if someone wants to take the mantle for whatever reason, better documents and threads are good to have. Pixabay or wikimedia commons for the deposit source. ---------------------------------------------- Rigging done by reusing the crocodile .blend in the source ---------------------------------------------- Animation Crocodile animation do not cleanly translate to the new model. I need to some clean up of the swim animation. For the walking, I learned that the gharial doesn't have the musculature to walk. He gliddes by dragging is body on the ground. Animation should reflect that, but then is it possible to code the behavior for it to not go to far from shores. I mean, it would be great to see a giant reptile glidding through the map but well not really realistic. XD
    1 point
  10. Let's take stock of the current terrains situation (Alpha 23-24) Current Biomes. Inconsistent. Alpine 41 terrains 41 textures Desert 58 terrains 59 textures Mediterranean 40 terrains 42 textures Polar 17 terrains 17 textures Savanna 36 terrains 37 textures Steppe 13 terrains 13 textures Temperate 47 terrains 48 textures Tropic 32 terrains 33 textures Let's look at a potential Alpha 25 situation. Consistency. Proposed Biomes Aegean-Anatolian 18 terrains 36 textures Alpine-Arctic 18 terrains 36 textures East Asia (Bonus) 18 terrains 36 textures Equatorial Africa (Bonus) 18 terrains 27 textures Hispania-North Africa 18 terrains 27 textures India 18 terrains 36 textures Italy 18 terrains 36 textures Mesoamerica (Bonus) 18 terrains 27 textures Middle East 18 terrains 27 textures Mongolian-Tarim (Bonus) 10 terrains 15 textures Nubia-Savanna 18 terrains 36 textures Sahara 18 terrains 27 textures Steppe (Bonus) 15 terrains 30 textures Temperate-European 18 terrains 36 textures Why do some proposed biomes have 18 terrains and 36 textures, while others have 18 terrains and 27 textures? It's because they will reuse many of the same assets, specifically normal maps and spec maps. Some diffuse maps will simply be color corrected for the biome and can share normal maps and spec maps from other biomes. For example, the Alpine-Arctic biome could use the same diffuse map as the Temperate biome for a cliff texture, just color corrected for Alpine theme, and then share the same normal and spec maps between them. This saves time and effort as well as unifies the look of the complete set of terrains. (Bonus) Biomes are lower priority. For instance, if the Xiongnu are added, then the Mongolian-Tarim biome would good to add. If Scythians or other similar civs are added, then the Steppe biome would be good to add. Otherwise, these biomes could be added lastly, the others a greater priority since we have civs already in-game for these biomes.
    1 point
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