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Mythos_Ruler

WFG Retired
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Everything posted by Mythos_Ruler

  1. Not bad, but see if you can do multiple "layers" of leaves so that the different layers can cast shadows on each other. I especially like the trunk and branches, very nice.
  2. Well, and also the Thracians certainly used the falcata ('Kopis' in Greek), so this works just fine for a "swordsman." Perhaps use the falx ('rhomphaia' in Greek) for the Thracian Super Infantry unit. Blablahead, if you want to zip up the actors and post them, then I will add them to the game as Atlas editor units (like the Hypaspists) for Alpha II. Have you made entities yet, or should I?
  3. The collada files should be importable into Blender. Have you tried? I might just install Blender to try it out myself. Most of the collada files seem to import just fine into Max.
  4. Hey guys. I was wondering if anyone would like to try their hand at modeling some trees for me. What I need is about 4 or 5 variations of the Acacia tree. It is the typical tree found on the African Savanna. http://www.allaboutwildlife.com/wp-content...phantAcacia.jpg Keep it less than 300 vertices per tree. Textures can be up to 128x128 for the leaves and maybe 64x128 for the wood (or 256x256 if you want to include both in the same texture and maybe have some variation in the texture). I am willing to collaborate on this by making textures if you want. So, any takers? This tree will go in the next Alpha release.
  5. Little known fact: our engine was originally called 'Prometheus' but we changed it to Pyrogenesis when we learned how many other projects were codenamed "Prometheus" (a lot). Pyrogenesis translates to "birth through fire."
  6. These are typical breeds of Cypress tree. http://www.artificialplantsandtrees.com/Le...press_trees.jpg We might make a few more variations sometime in the future.
  7. We've thought of releasing extra factions in content patches. Just a thought, no real plans. (For instance, splitting the Macedonians off into their own faction, etc.)
  8. Use WASD to move the camera, Q and R to rotate.
  9. LOL, it just looks like a couple of rows of bushes with a couple fences on either end. We'll just assume they are growing on posts. http://www.abc.net.au/reslib/200801/r215262_835506.jpg http://www.capetown.dj/Regions/Winelands/N...20vines_JPG.jpg
  10. That's the kind of thinking I use whenever I go out on a date.
  11. Made a "grape vine" object and added some nice little orchards to the map.
  12. As I use Max, I think ShieldBearer or Brighty, who use Blender, might be of better help. Hopefully they see this and comment. If I see them I'll bring this to their attention.
  13. Is there an option to export to different versions of collada? 1.4, etc.?
  14. Make sure it is all triangles. In MAX this is "convert to mesh". Not sure what it is in Blender. Are you making an actor, etc, so you can place it in Atlas?
  15. Sure, go ahead and make one.
  16. the point of our game is that all the factions had dealing with the Romans in this time period.
  17. Yes, that's the general idea. click-drag.
  18. I write an intermittent blog over at Ancient Warfare Magazine's website. My latest is titled, "Can 'Heroism' Factor Into a Strategy Video Game?" Any and all critiques are helpful (I can edit my blog to reflect new insights).
  19. Thanks. It's a great map. Hope you guys enjoy it. I think once settlements are implemented the map will be even better (with players fighting over the settlements).
  20. A R C A D I A II Players start off with a Civic Centre and a new building I made called a 'Stoa.' You can't build any additional Stoas, but this initial Stoa gives you a +10 population bonus so you can get a little bit of a head start at the beginning of the match. Nearby there are cool little areas like this one with a bunch of Metal to mine (unfortunately the bear doesn't attack yet, but eventually he will), plus both sides get a nice Apple orchard for lots and lots of food. I recommend using Female citizens, as they have a foraging bonus over their male counterparts. It's a 1v1 map. Both players are separated from the rest of the map by a broad stream (rivers in Greece tend to be rather narrow and fast). Each stream has 2 fords. The center of the map is rather mountainous, with valleys and cliffs criss-crossing the area. The valleys are packed full of resources for the players to fight over. The map features another revision of the Mediterranean terrains in order to present a more unified and integrated look to the textures. Alpha II will also have very large Metal Mines (you can see them in the screenshots), to differentiate them from Stone Mines, which are smaller and more numerous. Alpha II will also feature some other goodies, some rudimentary and some not so rudimentary. A closer look at the Stoa building: From WIKIPEDIA:
  21. Just pulling ur leg, man. I am making screenshots to post now.
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