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Stan`

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

  1. Nah I meant your way to do things fast Commit freeze is for everyone But we are in feature freeze AFAIK
  2. You have to raise the water level, or lower the terrain level
  3. @Tercio202 In the config file in your appdata folder, you can set manually the resolution, maybe that'll help.
  4. That's strange... Are you on windows ? Are you sure you have a FULL HD monitor ?
  5. @Tomcelmare Okay, all of this looks really nice. Now I want to know how much do you really know about this civ. I have no real issue in adding more civs to the roster, especially if new artists arrive to back me up, but I want to be sure that we will find enough material to make a playable 100% civ, with walls, wonders, special buildings, that kind of stuff. For that you need a ROBUST design doc. Are you able to produce such a document ? If not I'm afraid this will be yet but another way to split the team into too many tasks.
  6. I started to today. I plan to make it higher poly But I have one big issue with it my plan was for it to be an upgrade to the current gate but it won't allow siege units to go through it so I guess this could be compensated by higher life points or an aura. Other issue is size. It's as big as the gate without the side walls. So towers would end up inside the gate which might not look good. Also png transparency is broken so you have to use the dds. The fact that there is not object color parallax spec will lessen quality. @wowgetoffyourcellphone I might look into providing the missing aomaps thanks for reporting.
  7. We thought of it, but that's not a one man army task The bug is interesting @LordGood After that they will only be missing a new storehouse, and a new temple
  8. Seeeeeeeeee I knew you had one Commit it Commit it @Enrique has maybe something to say about it tho
  9. My bad was a 4K render X) I see I don't know if hair in blender can simulate something like this. I found the perfect example on the internet but the website is down...
  10. I'm confused, it looks nice, but I don't really see hay being brown...
  11. Here was a terrible attempt at making hay with blender (Couldn't figure out why it was so bad). But it never was good sadly. I was wondering if maybe the problem isn't the color but the pattern. Current texture seems to have too much constrast8detail/grain but that's not new ^^
  12. @LordGood well I have been looking for some time to improve them. I remade the wood texture from scratch using @Wijitmaker tutorials It looked better but still too new ^^ I really need to watch more tutorials for substance designer so we can have proper normals aswell, for now the current one is not good at all. I know you will come up with something good. Take care if you handpaint it though it gets cartoony fast
  13. Yeah indeed, I can't find the picture I took in Stonehenge of a reconstructed village. Well the settlements player build are supposed to be relatively new aren't they ? Hay is always a pain. Side note I greatly improved the quality of the wood spikes by using the palissade texture and pasting it over the current one on the celt struct for one of the civs.
  14. I was thinking of something for the future, might create a ticket about it. If mapmakers could set a tag on maps, we could probably switch texture packs depending on that. @sanderd17 do you think it's hard to do to load textures depending on a map parameter ? Is there even a way to link that ? Yeah it's mostly wood and stone, though that seems pretty accurate to the britons. Though I think it's too brown looking at this I
  15. Nice walls I like them like this. I always wondered about the top thing above the gate, it seems that was never lost in the 10 centuries that followed though I did not find any historical backup for it About the hay I asked on an historical forum about it All depends on the region hay is not available every where especially in mountain areas, stone slate make roofs. For the color I'm not sure It kind of break contrasts don't you think ? Basically what they say is that gaul houses interiors are like 5 or 6 steps below ground, and some stories allow animals to be stored Oppidums' walls were generally in stone, on ground support with (https://www.google.fr/search?biw=1920&bih=939&tbm=isch&q=madrier+charpente&sa=X&ved=0ahUKEwievv7hqrXPAhWJ2xoKHaboAeMQhyYIHQ) Quote : (From wikipedia it seems)
  16. The bottom one looks sharper, though it's a bit sad that the spear handle are so blurry... The top one looks like lion, just the glow is yellower.
  17. I guess the dull effect is due to it having too much black around it. @Lion.Kanzen could you make one with more outer glow ?
  18. I'm wondering since I got that remark on the celt walls, wouldn't it be better to have round roofs on wall towers, I mean, If someone was meant to stay there for the day, having sun protection would be nice, also, there is sun protection on the other towers too.
  19. Right actually I'm not even sure they put wall on their fortress.
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