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Stan`

0 A.D. Project Leader
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Everything posted by Stan`

  1. That's mostly because they stopped supporting drms. I had my favourite game stop working a few updates ago.
  2. Should be all I have. Blender.7z
  3. Sounds good 12k is a lot but there aint much we can do with the palissade
  4. @Alexandermb Great work, How many polys ? Also, is there player color ?
  5. Ah right forgot ^^ Thanks for the reminder. I need to make the bump map for it
  6. @Sundiata Nice references. Where did you get them ? Looks like a good starting point. I need to take stuff from Greek Roman and Seleucid textures to make a new one
  7. Thanks. It's a bit too big maybe. But I really like it the way it is. You could add a well too
  8. I guess it's from fortification in Wessex
  9. Can you make a size comparison with another fortress ?
  10. I like that tower a lot though.
  11. So full gold with stone ring and full stone with gold ring ? Ill see if I can do it tonight.
  12. To me cavalry should not. Horses get crazy with water especially if ship is sinking. And since we don't have a dismount feature and generating infantry from cavalry doesn't make much sense...
  13. Would it seem realistic though to have like 10% of infantry units managing to survive ? Assuming 30 units in a boat that would make three survivor if near the shore.
  14. I love the phrasing /offtopic
  15. I agree. There is a ticket about brushes in atlas. @Sundiata Paid development was thought of first with Philipp (Ykkrosh) and then with @elexis. I guess the later can explain more in depth why it wasn't done
  16. Any chances for new faces as well I've made some see my profile pic but I can't get them to look good while keeping it symmetrical. I have one okay face made with mine I'll attach it later.
  17. Hello @tantrus332 and welcome to the forums. Thanks for the feedback on textures and post processing filters. To answer your question in a simple way : Why is there no texture filtering and antialiasing ? Because nobody coded it in the 17 years this game have been in developpment. There has been attempts by external contributors such as @niektb and myself to do so, but we didn't end up with something usable so it was not included in the game. So if you want anti aliasing you can code it yourself or wait till someone finish https://trac.wildfiregames.com/ticket/3640 so it will be easier to do it. Keep in mind everything done here is on somebody's free time, and that we use a homemade graphical engine. About grass, the main concern is a performance issue, because in order to have such a result, mappers would have to add more than 10 000 new actors on maps, which would prevent most of our players to play with a good framerate. And this kind of entities can not be switched on or off. Unless someone codes an option to do so, which would affect gameplay. Hope I helped you understand why it's not done at the moment, and why we I can't give you a precise idea on when or whether it will be done.
  18. I'd say siege units should sink with the ship though.
  19. Tower roof doesn't look really good if it's supposed to be hay, it's a bit too straight...
  20. @feneur Yeah I was suspecting this plugin as well but couldn't remember the name X)
  21. @implodedok Something you can do ?
  22. Blender can only make avi, or render frame by frame, you eventually have to merge them into gifs that get really huge btw.
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