Enrique
WFG Retired-
Posts
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Everything posted by Enrique
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That direction is perfect! The only thing that looks off to my eye is the size. The footprint is probably too big. Maybe rotating the second row of stalls and making them "perpendicular" to the pathway may help reducing the size. Nice work
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===[COMMITTED]=== Mauryan Civilisation Centre (Civic Centre)
Enrique replied to Mythos_Ruler's topic in Completed Art Tasks
Something like this, but with a nice courtyard in the front to make a squared footprint with Flowers? Ashoka pillar? fountain? vegetation or a tree? -
Hello Not a Spartan! Welcome to the forums. That's a quite long video but some nice shots though (except the planes "WTF" moment xD) . They'll look much better using "ALT+Z" to toggle the sky visible if you are going to record from low angles.
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Comment from the author: I took a look to the blend file and although the foliage textures are quite nice, (but they need some editing) the trees assets are around 10k tris each one, except the pine tree that has 3k The ivy and the little bush on the other hand could be used, but we still don't know where did they took the textures from.
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Man, I usually stay away from controversial topics, but I decided to throw my opinion here. If it's illegal to use the swastika symbol in Germany because of the law (even if it is not the 45º rotated swastika nazi symbol), let's make a German version without it. And keep the ancient symbol where it is not illegal. We're not guilty for those offended people who don't know ancient history. If people says that this Hindu symbol should be banned because it reminds Nazis killed a lot of people, they should also agree to ban the "church" cross because the church killed a lot of innocent people in the inquisition. I'm against any kind of behavior that involves harming another human being, but I'm also against ignorance.
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Yes, It is not suited for game engines, but still you can learn from the bones setups and iK chains it has. It currently has handlers for fingers, facial animations, drivers and such, which is not needed for 0AD, but the main bones/basic rig functions are interesting to take a look. I think the rig still in development by Zaggy. No in-game tested yet
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Do we want new head meshes for the new bodies? Unlike the bodies, the head textures are easier to map IMO
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===[COMMITTED]=== Mauryan Elephant Stables
Enrique replied to Mythos_Ruler's topic in Completed Art Tasks
Tons of duplicated vertices, unneccesary geometry (over-triangulate), messy topology with several poles (even more than 6 edged-poles) And the lack of UV unwrapping -
Thanks Pedro, I'll take a look at it tonight
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I know Zaggy is already making the new biped skeleton, but just in case, I link here an advanced armature done by the guys at BlenderCookie, it seems more advanced than we'll probably need but It may come handy to take a look to their setup and such. It's licensed by CC-BY-SA 3.0: http://cgcookie.com/blender/2012/12/14/cg-cookie-flex-rig-download/
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Neither do I. I prefer more focus on warfare (like it is now) than in the economic/resource gathering area (which I think the balance is quite good)
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===[COMMITTED]=== Mauryan Elephant Stables
Enrique replied to Mythos_Ruler's topic in Completed Art Tasks
It happened to me with blender too, until I started importing other finished models for scale reference. @LordGood Nice work with the elephant stables, I like them with the doors, some could be open and others closed -
How can I translate text in game to Italian lang?
Enrique replied to nixof's topic in General Discussion
Hello Nixof, welcome to the forums. As you can see, translation processes haven't started yet due to the alpha stage of the software. If you still interested once we reach beta, we will need contributors to translate the game into different languages, so please stay tuned! -
I use QuakeNet. Easy way: go to play0ad.com and in the top right corner, you can find a "IRC Channel" link. Just click there, enter your nick and join!
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Hello ZajferX! Welcome to the forums! You can share with us which 0AD features you like the most and which ones you think could be improved! Like everyone, you can contribute by reporting bugs/glitches/errors that you may find while playing, but before doing so, make sure they're not in the known problems thread: http://www.wildfiregames.com/forum/index.php?showtopic=15796 And if you want to find people to play a multiplayer match or chat about the game, you can join to our IRC channel #0ad
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Good work everyone! Glad to see it came out in my birthday. Lovely present ^^
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Si que es pequeño el mundo para encontrarme otro maño aquí! jajaja ahora me doy cuenta de tu avatar del Ligallo
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Nice! I already started cleaning unnecessary geometry and I will texture them following your pictures I will post the results here.
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Thanks Alpha123! The army camp will probably use a custom wooden-only rubble. Added to my to-do list
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No problem. Thankfully I have your renders to texture them as you originally planned .
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Commited generic stone rubbles for 4x2, 4x4, 4x6, 5x5 and 6x4 sizes. Next rubbles will be for rounded buildings such as the new celt fortress and greek theatron. -Please post here (and/or open a ticket) if you find any structure without rubble or not matching the rubble size correctly.
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Well, IMHO historical accuracy should be a priority above the message we want to send to the player. I'm pretty sure that in those times the market was a non-covered place full of stalls. Just search "india market" in google images and you can see that even today a lot of them look like that. It can has a "solid" non-fancy structure in the layout for sure (see celt and persian markets), but I think the bazaar-style stalls should be the core part of the design/layout. Something similar happened when revamping the Greek market, a lot of the early designs I made had structures/roofs in them, but they were removed for historical reasons. (descriptions of emporion iirc)
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Done. I'm in the process of adding them to their respective buildings. Is there any way to know which building has those sizes? or it's a matter of checking one by one by hand? EDIT: Nevermind, Alexander showed me a way
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Josh, Ludo, In my opinion, the market should be a modest structure filled with stalls bazaar-style. I don't see the point of barrel roofs above the market. In addition, none of the props that you place under that roofs will be seen from the camera point of view. Here are some stalls concepts:
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IMHO, I don't want to train a batch of 10 soldiers and click one by one to see which one came out richer and which one poorer. It's too much time consuming. You have a nice variety of units in each faction. Better units (better armor, "richer" troops) cost more resources. Furthermore, citizen-soldiers that can rank-up it's an awesome feature that I think it works really great without micromanagement, and it's fair for every unit trained. If they rank up, you'll get more attached those your troops. Just make a test some elite units against some non-ranked units to see how valuable they are without the "random trained buff" thing.