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Mythos_Ruler

WFG Retired
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Everything posted by Mythos_Ruler

  1. The variance comes in where the resources and players are placed. Maps must have a few "constants", and the position of the water and island are this map's constants.
  2. I think having the *capability* to do this would be nice, even if we don't get around to doing it.
  3. Yep, only happens withg the cliff textures I'm giving the triplanar material.
  4. One thing I've noticed is that when giving terrain textures a new material, they are now rotated 45 degrees or something.
  5. The agricultural revolution brought us more food, not healthier food.
  6. Cool. Yeah, just resusing assets from the game or website would work, with the standard red, black, white, gold color scheme.
  7. My quick and dirty terrain normal+spec tests. Note: You can see a patch of "normal" grass below the farmstead, without spec or normal mapping. You can see how dull and lifeless it looks.
  8. You double your food with very little effort.
  9. It has something to do with these changes, because it didn't happen before. But I guess what you mean is that the particle shaders need fixed, rather than your new code needing fixed. Amirite?
  10. An easier way would be to just open one of the existing head textures in Photoshop or Gimp and use it as a guide.
  11. Thanks. Works. It looks like spec maps for units probably won't be necessary, unless the unit is wearing tons of bronze.Another thing I noticed, is that the particle effects are now different or messed up. They don't look right anymore. Anyone else notice this as well? The particles are super thick (emitting too fast?) and the textures look stretched vertically. My settings are: ; Quality level of shader effects (set to 10 to display effects) materialmgr.quality = 10 ; Prefer GLSL shaders over ARB shaders (not recommended). REQUIRES gentangents=true. preferglsl = true ; Generate tangents for normal and parallax mapping. REQUIRES preferglsl=true. Incompatible with gpuskinning. gentangents = true ; Experimental probably-non-working GPU skinning support; requires preferglsl; use at own risk gpuskinning = false ; Use smooth LOS interpolation; REQUIRES preferglsl=true. smoothlos = true
  12. Those sheep can be gathered extremely fast. Have you even tried it? Use a cavalryman.
  13. Thanks, that worked for the most part. I got an error when trying it on a unit actor, but it worked perfectly for a helmet (player trans+spec) and the Iberian bull statue (simple spec map). I am committing. Can someone see what's wrong with the unit actor that's throwing the error? (mace_hero_craterus)
  14. Question. Which actor materials do I choose under these circumstances? Player color. Specular map. (no other maps) No player color. Specular map. (no other maps) If I choose basic_trans_ao_parallax_spec.xml or player_trans_ao_parallax_spec.xml I get errors if I don't specify ao and parallax maps. I just want spec maps on a few things (Iberian bull statue for example), and specular+player for helmets, shields, units, etc.
  15. Best to just give the tooltip box a 50% transparency or something.
  16. That would be cool. Perhaps two "cheaters"--one that uses in-game cheats and one that gets bonuses, like researching techs regardless of cost, etc.
  17. We've actually discussed quite a few new game play features over the years in the private Staff Forums. Discussions usually go on at length before a new major feature is agreed upon. Yep, a decal. And it would probably look like a long dirt track. It could probably "recede" as a visual indication of the units coming back out. I don't think the actual tunnel should cost resources, just time. Time units spend in the tunnel is time they aren't gathering resources, so it's essentially the same thing. The shack can cost some initial resources though. I'm thinking there would be a max distance (you can't build a tunnel from all the way across the map, for instance), probably close enough that the enemy can see the shack go up. You also cannot cross water with your tunnel (it would flood, duh).
  18. Maybe the web dev team could whip up some kind of page for this with an interactive tournament bracket?
  19. I cringe when they pick an islands map. :/
  20. My hesitation lies in the fact that we should not be creating Trac tickets for every single idea that comes down the pipeline. I make one post about an intricate siege feature and we're already making a Trac ticket for it? Do we do this just for my ideas or for everybody's ideas? No balance discussion first? Get me?
  21. http://www.youtube.com/watch?v=GSoYbYuFF2Q This one has tons of comments:
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