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Everything posted by Stan`
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===[TASK]=== Kushite Units, Unit Textures, and Unit Props
Stan` replied to wowgetoffyourcellphone's topic in Official tasks
One way to improve it though would be to take those head metal rounds and use them as a stencil to paint in Blender. This way you'd get perfect looking metal circles with perfect projection. Might be tricky for a blender noob as myself wouldn't know how to do it. Would people be interested in such a tutorial ?- 529 replies
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Fixing the skybox for maps
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
I can lower the skybox. I adjusted the height to new default height in atlas, but all old maps are actually lower. -
scabbard_hele_1.dds scabbard_hele_2.dds scabbard_iberian_1.dds scabbard_roman_1.dds scabbard_roman_2.dds
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Fixing the skybox for maps
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
Do you have an example ? Might be time to add new skyboxes as well http://www.custommapmakers.org/skyboxes.php (Careful those license are not all compatible) Those are though : https://forum.unity.com/threads/18-free-skyboxes-unitypackage.27513/ -
@elexis @wowgetoffyourcellphone @wraitii @Itms So I found a way to fix the skybox, it's actually pretty easy. What do you guys think ? Also noticed a bug. Sky folder do not cache anything, so you can only dds files there. Index: source/renderer/SkyManager.cpp =================================================================== --- source/renderer/SkyManager.cpp (revision 21115) +++ source/renderer/SkyManager.cpp (working copy) @@ -251,8 +251,8 @@ // Distance to draw the faces at const float D = 1500.0f; // distance from map center - const float H = 500.0f; // height of the ceiling - const float FH = -100.0f; // height of the "floor" + const float H = 1700.0f; // height of the ceiling + const float FH = -1000.0f; // height of the "floor" CShaderProgramPtr shader; CShaderTechniquePtr skytech;
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@wowgetoffyourcellphone Thanks for working on other things too. I'm bumping that thread.
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@LordGood what's the current time you have ? The dock also have some weird flickering in the back.
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===[COMMITTED]=== New animations for fishermen
Stan` replied to Stan`'s topic in Completed Art Tasks
@Alexandermb Better ! It still looks like sometimes the fishnet start moving before the unit. Do you think you can fix that ? Here an example on how we could fake the fishing basket https://github.com/0ADMods/terra_magna/blob/b6e7ff355c3575aed26edc8389aff248b76f9b2c/art/actors/structures/chinese/fishing_ship.xml The jumping fishes looks nice but a bit out of place. Basically it's empty at the beginning, Middle when gathering, And full when carrying. Nice work -
===[COMMITTED]=== Horse winged peytrals and new saddles by Enrique
Stan` replied to Stan`'s topic in Completed Art Tasks
I guess yellow like the other peytrals. -
First crashlog > ig8icd32.dll!513fc1a1() Unknown No symbols loaded. [Frames below may be incorrect and/or missing, no symbols loaded for ig8icd32.dll] Annotated Frame kernel32.dll!_GlobalFreeStub@4() Unknown Non-user code. Symbols loaded. [Inline Frame] msvcr120.dll!_heap_alloc(unsigned int) Line 57 C Non-user code. Symbols loaded. msvcr120.dll!malloc(unsigned int size) Line 92 C Non-user code. Symbols loaded. Second one > ig8icd32.dll!5135c1a1() Unknown No symbols loaded. [Frames below may be incorrect and/or missing, no symbols loaded for ig8icd32.dll] Annotated Frame kernel32.dll!_GlobalFreeStub@4() Unknown Non-user code. Symbols loaded. [Inline Frame] msvcr120.dll!_heap_alloc(unsigned int) Line 57 C Non-user code. Symbols loaded. msvcr120.dll!malloc(unsigned int size) Line 92 C Non-user code. Symbols loaded. I hope it's glsl cause I don't have any idea what's causing this anyhow.
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===[COMMITTED]=== New animations for fishermen
Stan` replied to Stan`'s topic in Completed Art Tasks
Thanks -
I did have patch at some point. That allowed multiple units on a single unit. @bb_ has taken on it since. The patch was #2577.
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===[COMMITTED]=== New animations for fishermen
Stan` replied to Stan`'s topic in Completed Art Tasks
I'll have a look tonight and commit it if it's okay. Thanks for working on this. We should now be able to get rid of every old units. Edit : Need the files ;D -
===[COMMITTED]=== Horse winged peytrals and new saddles by Enrique
Stan` replied to Stan`'s topic in Completed Art Tasks
Source for the textures ? -
Yeah they have to be accurate for them to be included.
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===[COMMITTED]=== Horse winged peytrals and new saddles by Enrique
Stan` replied to Stan`'s topic in Completed Art Tasks
This will be held back until part 2 but thanks -
===[TASK]=== Kushite Units, Unit Textures, and Unit Props
Stan` replied to wowgetoffyourcellphone's topic in Official tasks
@wackyserious Greenlight it's looking better already.- 529 replies
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Civ: Hittite, Minoan, Sumerian, Babylonian, Byzantines
Stan` replied to Invincible's topic in Game Modification
Hello and welcome to the forums Most of them are out of our TimeFrame. (-500 0 A.D.) Minoans were done for a mod called Aristeia. There is no updated version of the mod. yet though -
===[COMMITTED]=== Horse winged peytrals and new saddles by Enrique
Stan` replied to Stan`'s topic in Completed Art Tasks
You need to enable gpu skinning to see it. -
For scabbard there are already unused textures in the game folders. Might be worth a loo
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===[COMMITTED]=== New animations for fishermen
Stan` replied to Stan`'s topic in Completed Art Tasks
As you wish / is the easiest -
Hey @Amazigh Thanks for the files I'll have a look. In the meantime you can try disabling glsl and postprocessing in the options
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Can you attack the files given in the message ?
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===[TASK]=== Kushite Units, Unit Textures, and Unit Props
Stan` replied to wowgetoffyourcellphone's topic in Official tasks
Actually it's a filter in gimp like the blur one. Photoshop not sure but I think it's a layer effect.- 529 replies
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===[TASK]=== Kushite Units, Unit Textures, and Unit Props
Stan` replied to wowgetoffyourcellphone's topic in Official tasks
You guys know gimp and Photoshop have built-in stuff from drop shadows- 529 replies
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