-
Posts
17.029 -
Joined
-
Last visited
-
Days Won
525
Posts posted by Stan`
-
-
Hi i modified the menu options xml (first time i used that language). Would my modification allow the first game options to be enabled if so I will finish it ?
-
-
Nope... There's something wrong with all this face I'll redraw it some day but now I have busy week.
Oh. Good luck Then
-
-
Thanks ludo
I'm sure the trees look amazing with all of the norm/spec/AO mapping and vertex shading.
But I have no idea
Why don't you try ?
-
I think that they are inherently low-poly in reality so having such in game is ok,but they should have an AO map to highlight the brow shadows.
Enjoy the Choice
Should learn how to make AO then.
-
Don't know if its me but some faces were hidden during uv, that's why you don't see them,
-
The armor in humanoid units are in texture, obviously this don't happens with swords or helmets.
Well, then I won't bother to texture the armors, but anyway, i haven't seen the new dude model, nor have seen if the little skirt was part of it. If its not, the model won't look good.
-
Could you export it to OBJ ? I don't know how to do the uvs on Blender, but i could try to fix it
-
Some new armors
A little texturing, needs a lot of work.
- 1
-
According to wikipedia :
The average height of the moai is about 4 m (13 ft 1 in) high, with the average width at the base around 1.6 m (5 ft 3 in)across. These massive creations usually weigh in at around 12.5 tonnes (13.8 tons) a piece.
How much polys do you expect ?
-
Yes the never where send in to battle with the legions. But for props its nice i think. would be sweet if rome gets something like a colosseum hehe!
By not made, i intended just kept as eyecandy
Well if the animation permits it I'd like to see the same thing as the cyclops in AOM
-
-
Okay I will do some sketches for this, to practise drawing.
- 1
-
Source :
http://www.durolitum.co.uk/gladtypes.html# According to this some of those guys won't be made because not historically accurate. Anyway, I will do anything (armor weapons, props...) for them.
Tell me what you think I hope you will like it
-
I'm not really confident with that importing part. I'll try when i have time but i don't really know how to do it, also my collada plugin is a bit older compaired to the game, may have to switch to blender to get them in the game.
-
eyecandy for now.
Mmmh Do you have any idea where the water comes from ?
-
The Hierapolis sawmill was a Roman water-powered stone sawmill at Hierapolis, Asia Minor (modern-day Turkey). Dating to the second half of the 3rd century AD,[2] the sawmill is the earliest known machine to combine a crank with a connecting rod.[1]
The watermill is evidenced by a raised relief on the sarcophagus of a certain Marcus Aurelius Ammianos, a local miller. On the pediment a waterwheel fed by a mill race is shown powering via a gear train two frame saws cutting rectangular blocks by the way of connecting rods and, through mechanical necessity, cranks (see diagram). The accompanying inscription is in Greek and attributes the mechanism to Ammianos' "skills with wheels".[3]
Should it be eyecandy or Roman Building ?
-
Iberian Version :
Classic Mine :
Mauryan Mine : -
I wasn't aware ... Sorry.
No problem want me to check all that has been done ?
-
-
Made this before realizing the Centurion Model Was already in game.. Update the thread
-
Salute.
This gives me a good idea of how the game works with animations and what target I need to aim at. Thanks a lot!
Tiger animations are really amazing!
Here is a sleeping animation concept. It's low quality. And if you think this concept is good enough I'll start to improve it.
I used this images as a reference:
Maybe a third step would be nice, anyway Good Work
- 1
-
Has something animation related been touched since Alpha XIV ?
Graphic Options XML
in Game Development & Technical Discussion
Posted
I added three buttons for opengls particles and and another one. Next time i'll make a diff.