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Mythos_Ruler

WFG Retired
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Everything posted by Mythos_Ruler

  1. Yes, they are worth the effort. Doric Order Corinthian Order Ionic Order Free standing ones, broken ones, fallen ones, all would be good.
  2. Actually no. I created a couple of texture sheets (one for "fancy" buildings, one for "non-fancy" buildings, and one with miscellaneous textures). All the Greek buildings are (or will be) mapped to those 3 textures.
  3. Right. Your standard archer or slinger is not going to stand up to a phalanx of hoplites and hack at them with daggers. They will run or try some kind of encircling movement. Only units like the Immortals would stand up to a melee assault.
  4. Scout Towers are "Outposts" in that they are towers not connected to Walls. They give somewhat of a LOS to the surrounding countryside, but when u garrison soldiers inside you get a big LOS boost and an a large attack.
  5. The thing is, I think it's more realistic for them to run.
  6. Walls will have garrisonable towers that appear when you build the wall.
  7. Standard units will have just one attack-type. Some Super Units and Heroes will have more than one attack-type.
  8. Nope, based on my 7-year old concept sketch. http://www.wildfiregames.com/0ad/album_page.php?pic_id=6193
  9. Modeling by Shield_Bearer, textures by me.
  10. Hmm... another cool idea would be a 'Storehouse' that you build and over time it accrues more and more resources. The longer it exists the more resources it accrues. Then when resources start to dry up on the map (trees, animals, stone, etc.) you can task citizens to work there to gather the resources from it. They'd be kind of expensive at first, expensive enough that you probably need to wait at least 5 minutes before they accrue enough resources to cover the initial investment. And we do have "Plunder" in the game design. We designate it as 'Loot' that is gained by killing an enemy unit or building. You don't get a bunch of barrels of food or dropped armor or things like that though, but you are given a small amount of resources for each building and unit you kill, as well as XP (experience) for your units to level them up to better warriors (Basic -> Advanced -> Elite).
  11. I'm not sure exactly how that works. Hopefully someone with more knowledge will enlighten us. One thing you can do is post a wireframe shot of the barrel. That might assist in analysis.
  12. http://www.youtube.com/watch?v=lUlKAmsn5N4
  13. What I meant was that units won't just go to a hospital without your orders and auto-heal like that. Regeneration is a feature in the design, yeah... but they will heal very slowly that way.
  14. Auron, download the ALPHA. http://wildfiregames.com/0ad/page.php?p=13300
  15. That looks great... but I would probably use about 1/10th of the number of vertices you have there. The generic barrel we have in the game right now is 84 tris and (I'd guess) around 20 vertices. It is kinda low poly and ugly, so maybe something with 120 tris and 30 or 40 vertices would be nice. Triangles (and vertices) are rather "cheap" as far as rendering goes. The engine can render hundreds of thousands of triangles every frame and not break a sweat. It's things like transparent textures with alpha channels (player color; tree branches; things like that), fancy water shaders, animations, etc. that cause graphical lag at this stage. Static meshes like a barrel or some other eye candy that doesn't use an animation or transparency map are very easy on the renderer (and your graphics card). A texture for something like a barrel should be no bigger than 128x128, but probably on the order of 64x64. DDS DXT3 compression is what we are using. PNG works too. One thing you can do if you plan on making a bunch of eye candy is put all their textures into one large texture file and UV map them all to that one texture. That cuts down on the number of texture calls the renderer has to make and the number of files we have to deal with.
  16. Pretty much. Just export to either OBJ or DAE (1.4), upload it to a host, and post here on the forums and one of us semi-official WFG arts guys will take a look at it and add it to the game after any revisions that might need done. One thing you can do to get some scale is to import some of the .DAE files from the game into Blender. That should give u a pretty good idea for scale. It would be good in the future to make some kind of clearing house hosting or public SVN for fans who contribute art to the open-source project. Not sure if that's a huge priority right now, but it is a thought.
  17. Wouldn't be too difficult to script once the slotting/settlements code is re-implemented.
  18. I doubt we'll implement any of that. Sorry. Unless an Open Sourcer creates an insanely awesome patch.
  19. Those are great. I could definitely see a 'Thracian' faction modded into the game. I like how u used all existing art assets from the game.
  20. He is right about the Macedonian phalanx though. Many of the phalangites in the rear ranks wore very little armor.
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