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Mythos_Ruler

WFG Retired
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Everything posted by Mythos_Ruler

  1. Shoulder textures go too far over in the UV mapping.
  2. It's a simple thing to put the projectile prop point on the turret mesh, which is a prop. It should work fine. it works for ranged cavalry.
  3. Pretty much all the lag is caused by the pathfinding and AI.To answer the question, I think standard buildings can range from 1000-3000 tris, while a wonder can range up to 5000 or more (they tend to be rather large and take up a lot of the screen).
  4. I wouldn't get too far from the basic designs of the other Barracks. Should probably try some other configurations to see what looks best. Take some configuration cues from the other barracks (Persians, Greeks, etc.).
  5. The doorway may need to be bigger. Refer to other Defense Towers for scale.
  6. I like the white-wall version. It has better contrast in the textures. I suggest bringing the stone base all around the sides of the structure too, not just in back.
  7. This. Videos are the best option and brynn's are high quality.
  8. I think the bricks are mapped too small. Compare to the Civic Centre for scale.
  9. The "gate" could be made less ornate. These gates were "sacred", yes, but were used in many places, not just sacred places. For instance, in front of city gates, in front of homes, etc.
  10. Does this shot here accurately show the player color you wanted? EDIT: I won't be able to do anything more with this for you until maybe Monday afternoon or Tuesday afternoon.
  11. A normal-mapped texture instead of geometry would work. Just look at Eggbird's civ centre mesh.
  12. Sounds like good stuff. I like customization (my ideal "ancient" RTS would allow the player to customize their armies in real-time with different levels of weapons and armor, maybe similar to your ideas for RR). My advice would be to come up with a slimmed-down design for your first release, then when you have a successful first release you will have more people interested in helping out with the game development (whether with donations of money or their time and efforts). After that, you can continue with subsequent releases that increase the number of features and content until you have a full-fledged AAA title on your hands. I do like your idea of having real cut scenes filmed with actors and a story line. Reminds me of those old 'Red Alert' cut scene with Stalin strangling one of his generals. lol BTW: Feel free to use any of the screenshots I posted here for your promotional material (moddb, etc.).
  13. I was thinking specifically of Megasthenes' descriptions of the fortifications at Pāṭaliputra.
  14. Just keep in mind, we could potentially have a billion factions in the game for scenarios, while maintaining a specific smaller list of factions playable in Skirmish/Random Maps.
  15. Hmm, I was thinking we'd give them wooden walls. Anyone have input on this? Should we just go with stone?
  16. http://www.youtube.com/watch?v=uEnytfFhkeE
  17. Perhaps something like the building on the left:
  18. Some minor variation is okay. Probably download Enrique's Mauryan module pack to get better ideas that fit with the overall look of the Mauryan set. Maybe he can post that here for you.
  19. Nice stuff. Looking good. Can't wait to see how this develops. What kind of gameplay you going for? C&C clone or?
  20. Looks nice. Perhaps add some geometry to the "base" of the tower like with the Hellenic defense tower.
  21. Can you cull together some references for turbans and head-gear? I'd like to have them work like helmets, as in they're separate props that can be randomized with variations.
  22. Yeah, the textures and models are fine. They'll look good in the engine. Just need to get the entity within an entity problem solved. Something we've wanted for things like archers and catapults on ships, but I think we postponed for Part 2. Though, we'd probably be persuaded to do some work on it if your mod looks to be a big deal and could expand the reach of 0 A.D./Pyrogenesis.
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