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Stan`

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

  1. Okay so maybe making a unpacking event. So let's say you unpack you cc in a defined area, you will have a time before season change until your buildings start to lose health, and you can't build anymore there. And some new areas become available.
  2. What do you think of my idea.
  3. I have another idea make village steady and have some sort of conversion system that allows you for a limited time to dwell in the village. Then you have to move othewise the area deals damage to your units. This way you could mix civilsations like it was the case during the crusades where persians built over templar buildings.
  4. Tell me on the art task thread or in the PM
  5. Do you need some kind of props like stones reeds et. ?
  6. @sanderd last time i went there (schwarzwald) it was a bit foggy but the sky was really cloudy is it achievable in the game. Also nieck would you some more forest ground textures ? I can make some using public domain textures
  7. I think something that might motivate moving would be that theýll be no territories on those maps so buildings would lose health when placed. Also would be nice to have the regrowth system so that if the game is to last ressource reappear
  8. Anyway if you could find reference for all the buildings you could post it in the mods section. Anyway if you could find reference for all the buildings you could post it in the mods section.
  9. What I meant is you can make the two units one horse but you have to modify the horse. He does have only one prop point ( one emplacement When you can put a soldier) And there will be no dismounting. At least in the main game. For the faction I ´ll be for implementing it though since I will be the pnly artist. Working on buildings that will be looooong
  10. I think Mythos stated that there will be no dismounting in 0 A.D so maybe you can do It by creating a mod
  11. Not sure but on max i can apply ao on unwraped models so adding a layer in gimp wouldńt be troublesome. Though that would mean one decal per building not sure it´s worth it
  12. Make sure you have only one object per dae file and that every XML points to the good file.
  13. Hi fixed a few stuff with ptolemies corral - Made the walls thinner - Added a few details and changed a few props - Removed some hidden faces to gain on polycount. Here are the file (Dae + AO) PtolCorral.7z
  14. I like the last one, it's like an interactive campaign. With a better AI since it's a human We will have a regicide mode too.
  15. We should just add Enriques tents to xmls with carts
  16. That would be a good motivation to finish those http://trac.wildfiregames.com/ticket/87 http://trac.wildfiregames.com/ticket/2070 http://trac.wildfiregames.com/ticket/993 and the cliff 3D models ^^
  17. The multicore issue you noted is mostly for testing purpose since it is more safe to work on one core than two. But in the future calculation that are thread safe will be dispatched on the different cores. After all it's still an alpha
  18. Well the issue is that they were quite old by then
  19. I think they were true pyramids and red. Check the internet
  20. Cause they are using different textures, or because they are drop propped. (The props adjust their height).
  21. That's because it's a dead (charred) tree. I don't know how to make "living" trees.
  22. I'll be interested in MinGW aswell. The biggest reason why is that it would not be microsoft dependant. Moreover I have been working with it and eclipse in the past, and just having to launch msys, make all; make debug; make package; is really really convenient.
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