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Stan`

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Everything posted by Stan`

  1. @Gusseb, What if I textured/UVmapped the rhino ? @Micket hey, nice, how did you collapsed it ? If I make the texture for the high poly, and collapse it I'll have two textured models.
  2. How does it look with full specular ?
  3. Can everybody chill out ? Making this a flame war is not going to help, at worst we will make a good artist, might is opinions be a bit too clear, leave. And that's not what we want. @wow I bet licking_bird is a typo ? So lets make it constructive. Please. I submitted four textures. Let's take everybody advice into account (not flat, no big noise, not too light) and make something good.
  4. We'll be here to help you if you have question feel free to ask them here
  5. You can share the map here. Players will likely test it. Finding a comic illustrator might be trickyer though.
  6. Will do tonight when I am not at school Edit couldn't wait
  7. Can't you exploit units that are recruitable to counter enemy strategies ? Ie parse templates to get all types of units with steps to build them, Also see building advantages (understand aura) to boost some part of your economy if they exist, just like an human will do. You'll need a hardcoded list of auras though, some infos about units, (but since we got rid of hard counters) What prevents templates from being machine readable ? If they are Xml parseable, they can be used right ?
  8. From those templates could the ai make smarter building choices and adapt to some special buildings ?
  9. I got it. The textures I provided just before are not really noisy though. Also, we we'll have to make a compromise between noise and level of details, ie with no normal map, you quick hand painted texture will look really bad.
  10. Okay so let´s try to actually make it constructive. To begin with and for reference here is a very nice video about colors http://m.youtube.com/watch?v=Qj1FK8n7WgY Then I read the whole post this time. That´s right color variation are a bit hectoc but it´s hard for a non artist eye to percieve why and therefore your post only concerns very few people. Let´s move to the next step. Among other things I ´m working on a map pack assets for the game. So here is what i propose. Help me fix the xolor contrast by making new perfect ground textures. Could you do that ?
  11. Actually I did read it and watched the whole video, I'll read that today...
  12. If I may help what exactly go wrong with new windows versions ?
  13. Hi =) I must admit I had to google what rise and fall was XD. I sometimes mention Rise of the East, which is completely different http://www.moddb.com/mods/rote So I'd say, a few, but it looks like it's hard to make it work on new machines. Maybe if you find a way to make it work again, you'll gather some new folks. This subforum is made for that
  14. Well you could use a huge specular value I guess.
  15. My german is a bit rusty, but I can manage to understand. Viele Danken
  16. Whol engine is opengl 2.0 (No upgrade will be made for compatibility) If you use 3dsmax you can open those files http://trac.wildfiregames.com/browser/art_source/trunk/art Also you shoul be able to import daes from svn. Anims are trickyer since a lot were made on blender the later the former were made on 3dsmax6 You wont be able to open pmd files with max you'll have to clone the svn repo were most of the files are dae. Remaining pmds will be anims and the source files are max. For textures I dont think so we have some tutorials if you want il will make some for scratch in the future but afaik youll have to dig the web for open source and or CCBYsa 3.0 ones
  17. Also that only works if the object is not a decal... in your situation it works because of the geometry.
  18. I think he expected a flat surface to glow even when the sun is up, like any alien techno
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