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Enrique

WFG Retired
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Everything posted by Enrique

  1. Looks like a nice start. But keep in mind that the kind of texturing we are looking for is when the building was in perfect conditions/ recently built rather than a grunge / erosioned look. If it's going to be a wonder you can use a heavy load of polys, but use them wisely (keeping in mind the distance of the camera ingame, an using texturing for very little details)
  2. Don't worry, I will take care of the actor when I'm back from vacation. You can check other building actors to see how are they set up. Regarding the blacksmith, I was thinking on a more humble structure. Maybe using less barrel roofing. Also the chimney looks a bit weird with the 'capitel' ornaments of a column at the top. I haven't made a proper research yet, but I think they used different kind of chimney than the western civs. I could be wrong though.
  3. Very nice so far. Things that look a little off to me is the gradients to separate columns in the diplomacy screen, and the need of stronger dropshadow in the players name to read it clearly over yellow color. I noticed the 'more options' button is missing in the match setup screen. , unlike others, I like the title font as well as the strong playercolors. The number of players dropdown looks like it has too much space right now.on the screen, but I'm also aware that some players don't see the option and miss it, so don't know what could be done. Keep it up man, the menus are going to look gorgeous with this new design.
  4. Actually, it is copyrighted:http://www.wildfiregames.com/forum/index.php?showtopic=16960&st=140#entry269468
  5. Hello Tucker, welcome to the forums. As Pureon already said, we're on the hunt of animators. We've some recent animals (hippo, tiger, rhino, gorilla...) already modeled and textured that you can try your hand at animating it. From your work examples I can see your main skill is modelling, (and that you're a blendercookie learner ) So if you prefer modeling instead of animating, we can look for a test building to test your skills. What do you say?
  6. Wow. That looks awesome tbh. In the video it looks like it let you place the buildings on really steep places, but I guess is just for demonstration. If, like you said, building restrictions still the same, I think this is the way to go
  7. No. Specular maps needs to be overlapped to save space and work. Ideally, if color was taken into account in the AO maps would work. But it is too much trouble for just a subtle effect that would only be visible in blacksmiths. The best solution would be having deferred lighting system that Myconid was working on before and placing an orangish lamp where the fire is.
  8. I'll try to explain: The first UV coordinates are in a way that the UV islands are overlapped. For example, there are several windows on a building, and all windows use the same portion of the texture where the image of the window is. Since all the windows share the same UV coordinates, you cannot make one window self-iluminated, and other window "in the dark" because they share the same portion. Ambient Occlusion UV coordinates in the other hand, does not overlap, and each portion of the model has its own space inside the AO map.
  9. I see. Then there is no way of making the effect I was looking for, since it needs the first UV (color texture coordinates) which are overlapped through the entire model, instead of the clean non overlapped unwrap of the AO coordinates
  10. At first I thought that self-ilumination was the same as the AO map, with very intense whites where the self-ilumination is desired, since very bright whites makes the shader like glowing. I've been through myconid posts but haven't found how to set up the self ilumination map
  11. They're in. Sadly, I couldn't make the fire glowing effect I was looking for. I thought the AO maps allowed colored images but it didn't, I confused them with the spec maps, which they support colored specular maps . They're ready for the "floating prop system". Only mauryan blacksmith to go, sketches/drawings/references are welcome. A variant for the brits/gauls market is on the way and a new redesign for the iberian barracks. Here are the blacksmiths ingame:
  12. Yes, prop variants is another non-AO-compatible feature, unless they're the same model and just different texture. My approach is going to be leaving the "varying height props" out of the AO baking. I hope they do not stand out too much.
  13. Found a "problem" with this approach: What happens if I bake the AO where the props are next to the wall, but when it's placed on uneven ground the prop is lower than its shadow?
  14. I agree with Pureon and Michael. Good work there. I would only suggest to animate the tail if possible (can't remember how many loops are there), but since this still a wip, you'll probably animate it anyway. Keep it up.
  15. Yes I'll see if the polycount is not too high when is finished and I can keep them
  16. Finally found some time to work more on it. Almost finished.
  17. They look very nice wraitii! Tropic palms looks awesome with the normal and specular effects, but we have to fix the trunk UVs. I think we should apply the same effects to the rest of the palms
  18. Fair enough, I'll make some changes and see if it looks better Thanks for the feedback
  19. I don't know if it's historical, I did it without references. It can be changed if you think it doesn't fit or it's historically inaccurate. The door and other details are not complete yet. Just sharing to see if the community thinks it's the right direction.
  20. Very nice persian one looks ready to commit too I want to finish this one before start commiting the ones I made. Greek blacksmith concept (quite humble )
  21. AFAIK there was none, I think historicbruno was referring to the work he did on a grass effect that could be somehow used for the wheat see (http://www.wildfiregames.com/forum/index.php?showtopic=16022&st=320#entry243190)
  22. Could you explain further into this?I also thought this system would allow cool looking wheat fields or even big patches of grass to conform into the terrain. In fact I thought that it could be possible to make like a "brush" type actor, which consists just in several prop points and modify the .xml for the prop points to spawn trees for the "tree brush", grass for the "grass brush", etc...
  23. Hello NOsen! Have you tried WASD keys? you can scroll the map in atlas with those. And I think clicking with the mousewheel and moving the mouse you can also pan the camera. I hope this helps
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