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Mythos_Ruler

WFG Retired
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Everything posted by Mythos_Ruler

  1. Yeah, DXT5 works in the game. I just use DXT3 as a default. I am not sure how well the DXT alpha channels render in the engine. Do gentle gradients render very well? Not sure.
  2. I don't think the texture needs to look dirtier at all, really.
  3. Yep, DXT3 is basically what I have been using on all the textures for a few years now. Good for people to know.
  4. I think this will occur naturally when a formation of units is tasked with attacking an enemy formation of units.
  5. Hey Athos. I finally got around to putting your AOEII Persian Tower into the 0 A.D. engine and I have to say it looks fantastic. I was wondering if you'd want to model some more Persian and Greek buildings for the game. Here is how your tower looks in the 0 A.D. engine: I took the round things off just to save myself some time (I didn't want to mess around with making props). Anyway, what do you think? Would you be interested?
  6. First off, OBELISKS! by Brightgalrs Pyramids by Brightgalrs Age of Empires II "Persian Tower" by Athos
  7. There are some random Persian/Middle Eastern buildings in the game, but those aren't being included into this next release.
  8. Sorry, I was talking to Al. But as far as the next release goes, the game will be a much improved, noticeably better experience from the previous release. Still not 100%, but you will be pleased I think.
  9. I widened the green belt, per your suggestion.
  10. HELLENIZED EGYPT 2v2 or 1v1 Similar to Oasis, but with the River Nile running down the middle of it with two wide fords for access to each half. This will come with the Alpha release slated to be released soon.
  11. Not a bad idea! I like and prefer technologies to unlock features or abilities, rather than just boost this or that stat.
  12. H will have to wait for an auto-build? I'll have to check it out tomorrow then. Sounds great.
  13. I like the restraints. I like Q&E rotation. I wish there was a hotkey to snap back to 'default' zoom and rotation, or perhaps time the motion so that rotation/zooming back to default is more easily achieved. Also, a suggestion, what if the camera pans up slightly as it zooms in, kinda like WC3 or RTW, but less drastic (we never see the skybox).
  14. Yeah, designers need to be wary of that.
  15. I committed the final version of the map (titled 'Arcadia') for next release. I removed unclaimed settlements because they don't work yet (players can build new Civic Centres anywhere like in AOE). Map has also been thoroughly eye-candied.
  16. I committed an unfinished version of the map (still needs some eye candy and some other things, plus the fence entities are acting weird), so everyone should get a chance to play it. It is 1v1.
  17. I was thinking we'd have to go with decal textures beneath the units to achieve a nice anti-aliased selection circle. Like this:
  18. I got the idea from the game 'Battle for Middle Eart II' where their "shallows" are delineated with rocks and weeds. Right now the lily pad actors don't float (looks like the 'Float on water' feature is still broken for actors), but when they do I'll add some lily pads. I'll probably rename the map something cool like 'Laconian Valley' or 'Arcadia' or something.
  19. Making a new map for the game I am calling 'Greek Creeks' for lack of a better title. It'll help showcase the movement restraints (mountains, water, shallows) and add some gameplay variety to the next release.
  20. I like the thickness of the circles, Philip. Any way we can have them anti-aliased though?
  21. I still cant open the max file. Can you export to OBJ and post the MTL file along with it?
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