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Mythos_Ruler

WFG Retired
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Everything posted by Mythos_Ruler

  1. Cool man. Look forward to some new screenshots from you.
  2. This one shows FOW and SOD (Shroud of Darkness).
  3. I'll see what I can do. I'll post a better shot of the edge of the LOS ring here in a minute. Here you go:
  4. Right. The AOM vision edges were jagged too, but they covered it up with some kind of gradient or feathering. We're not sure how they did that yet, but the programmers are working on it.
  5. DoF is going to be a really awesome game. Those guys are doing a lot of things right and are gonna knock it out of the park. Having said that, although it is an RTS game, in the end the two will be very very different games. DoF will have a lot of MMO and RPG elements that 0 A.D. simply won't have. 0 A.D. will also be more of a traditional hard-core RTS akin to Age of Kings, DoF looks more like something along the lines of Stronghold with some Lord of the Rings-esque RPG and MMO elements. I may be wrong in my analysis, since I haven't been able to get my hands on their testing builds (my rig doesn't meet their minimal specs, sadly). This here is my favorite shot.
  6. Yeah, the tower is in SVN (in-game). It's the Hellenes' Wall Tower. Here's a quick wireframe look at the roof. The edges are part of the geometry of the roof (they aren't separate objects).
  7. LOL, don't let the door hit ya on the way out.
  8. yeah, Doric columns. No ionic or corinthian columns in the game yet, but I suspect we'll put them in.
  9. Decent animators are worth their weight in gold.
  10. Well, 200 tris is 200 tris, plus I like the entrance being centered. The doors can be taller too. The Market is actually a little bit smaller than the Civic Centre in-game. And one mre thing, try to see if you can get something like this along the roof lines: It'll make them look mucho nicer.
  11. This isn't eye candy created by the community, but rather made by ShieldBearer, who is on the WFG team. I thought I'd post it here instead of making a whole new topic.
  12. here's an idea to cut down on polygons: Get rid of the one extra arch to the left of the front entrance. This narrows that side (you'll have to narrow the building up as well). Then take an arch from each of the sides of the building, shortening up those sides as well.
  13. the areas around the arches could be a separate object with a new texture. We can then prop them onto the Market object with the actor editor (same way we'll prop in food stalls, crates, and other eye candy).
  14. We will already have "biomes" where the animals change based on the biome the map is.
  15. binaries\data\mods\public\art\textures
  16. Does it really matter? Wouldn't you like more assets to play with?
  17. It looks pretty neat, m8! I think there could be more geometry at the front of the roof above the front entrance. if you want to go further with it, here is a texture that might help. What modeling program are you using? rome_struct.zip
  18. The biome is not "serengeti" the biome is "savanna" which is a terrain type that exists and existed in multiple areas of the world, not just in East Africa. For instance, the area near Carthage buffeted by the Atlas Mountains would have been similar to a Savanna biome. Savannas in the old world are in retreat due to desertification, so were much widely spread in ancient times. The Upper Nile, for instance, would have had a Savanna biome as would have various Middle Eastern areas.
  19. Yes, that would be ideal in order to match the look of the other trees. The pine trees are ugly though, so they aren't a good example. hehe You can look at the wire frames of everything in the Atlas Editor either through the Hacks->Wireframe option or through the Actor Viewer option at the bottom of the objects list.
  20. The optimal thing to do is to create 3 or 4 trunk shapes and 3 or 4 canopy shapes that are interchangeable. We can then randomize these in the actors. That's what we do with the oaks and (a better example) carobs.
  21. \binaries\data\mods\public\art\meshes\*folder*
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