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Everything posted by Stan`
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Any idea what changed ? Did you update your kernel or use Intel microcode ?
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You 're right for the table and the sticks but the archery targets don't have back faces. And those walls are made of a single piece ^^ For the ladder I don't really have an excuse
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I will next time Most of the props in this building had missing faces, so they couldn't be separated from the building itself. I think you have plenty of barrels already
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Okay, I'll move on to the Siege workshop,
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@LordGood It was bothering me as well, I took inspiration from the blacksmith which had those thin walls. Wattle fits better, and the decal gives a new light to it . What do you think ? Also way better with AO. I think it's ready to be commited now. Need to prepare the blend file but that's the easy part
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@LordGoodI think that's because I didn't add the AOMap that the thing is that bright. I'll try to fix the posts issues though. Adding a few polygons should probably do the trick. What do you think of the current shape of it ?
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It's not really locked anyway ^^ so it doesn't change much from a usability point of view @Lion.Kanzen
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I'll do that tomorrow. Making all the actors takes some time.
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Everything is possible, but you should ask @LordGood about it But since Lordgood set up some templates for the range and didn't respect it for the spartans (because they didn't exist at the time) I guess that's plausible.
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The Kingdom of Kush: A proper introduction [Illustrated]
Stan` replied to Sundiata's topic in Official tasks
Mmh apparently it's in french http://www.unine.ch/unine/home/recherche/uninews.html http://www10.unine.ch/uninews/articles/immersion-dans-le-monde-fascinant-des-pharaons-noirs/- 1.038 replies
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I especially removed the roof so it doesn't look like the sentry tower. I can add the barriers though.
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The Kingdom of Kush: A proper introduction [Illustrated]
Stan` replied to Sundiata's topic in Official tasks
I'd say probably carrying their king- 1.038 replies
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Yeah you can thank @implodedok for adding back the plugin
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Maybe something like the way we deal with damaged templates could work, still needs coding though. Wouldn't that increasing of actors be quite problematic for the balance of the game ? If you have 5 types it's complex, but if you have 15 it's probably completely impossible to manage. Also, I guess people would just build the strongest unit anyway, wouldn't they ? Texturing is like 70% of the 3D work. No textures no cookies.
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I like what you did to it ! I'm happy it could finally serve a purpose. I'm not a fan of that colorful part on top of the sleeves it feels a bit flat maybe
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I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license.
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Yeah those. With some smart code I guess we could make use of it.
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Since they are always independent from buildings because they use a different texture it shouldn't be too hard to do when the time comes. Just make a snow variant like there is a damage one and make it switch using the rmgen data as @elexis set it
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@LordGood Sure ! Looks like first commit material.
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I remove it when uploading on Sketchfab you can check it on the blender file Yeah I had a doubt about them but it's a military building so... Btw what about the stables ?
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Supposed to be leather.
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@wackyseriousI can't find the version where I baked the collar into the texture, so here are the files + blendfile in case you want to do it yourself. Armor.blend
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