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Enrique

WFG Retired
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Everything posted by Enrique

  1. Hello desyfer! I'll try to answer some of your questions =) 1.- I didn't understand the question 100%. There is only one civ that starts being able to train heroes from the beginning of the match (Macedonians). I think there are some custom scenarios where you also start with some hero. 2.- There are some threads about the herding animals topic, and if it's worth it. Keep in mind that the game still in alpha and there are some features like this one that will be balanced/further discussed when we reach beta in order to balance the game. Right now, the best players I know don't use herding animals. It's better to hunt fauna animals in-game (and use cavalry to hunt, they are much quicker than other units) 3.- Yes, you can use waypoints for units to travel a desired path. First, right click on the starting waypoint, and then shift-rightclick to set the rest of them (it also works on groups of units) 4.- The territory borders do not overlap. You can build structures like fortresses and civic centres that have bigger territory influence in order to gain more bits of terrain when you reach the enemy territory. Of course, the best way to gain the territory is destroying the enemy's buildings which have bigger territory influence. 5.- I had the same problem when I started playing 0AD, I didn't distinguish the metal from the stone at a glance. We'll probably modify/upgrade the 3D assets to be easier to distinguish. IIRC, there were some suggestions of using big quarries with high amounts of metal/stone which would become a interesting strategic point to fight for, but still just an idea, nothing planned yet. 6.- I think right click to cancel building is easy and intuitive to use. 7.- Yes, you have the freedom to rotate them! and yes, you can rotate the camera in game with "Q" and "E" keys enjoy. 8.- I can understand that for a new player it may be a little confusing, but the techs are grayed out if you haven't reached the needed phase to research it. But overall, I think it's better to know if you have already researched the technology rather than wondering if you already did it or not. 9.- That's what scouts are for There has been some suggestions about making some buildings reflect which phase each player is on, but we haven't decided anything about it yet. About online play, it works perfect! (I would say it runs even better than singleplayer) There's even support to re-join the game if you have been disconnected for whatever reason Staff members organize a multiplayer match every week to have fun and test new features If you are looking for a multiplayer match, I suggest you to join to IRC channel #0ad and/or #0ad-dev to ask if someone wants to play a match. People usually gather there to set up multiplayer matches. Sorry for any grammar or spelling errors
  2. Yes. Baking should be done in Blender Internal renderer.
  3. I finally got it working reusing Pureon's persian rig and animations. I'll make the chariots a little bit bigger and try to fix the (reocurring) playercolor transparency texture issue:
  4. Oh, sorry. In that case it's even simplier. You can find the bake pannel at the bottom of the render tab (the camera icon) Here's the info for the latest blender versions: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Bake
  5. I'm guessing you are using a pre- 2.5 version of blender? (I remember that blue background as the world default) If that's the case I have to search how it's done. It's been a long time since I used the old interface versions. EDIT: here's how to bake in old blender versions: http://wiki.blender....ual/Render/Bake EDIT 2: You can find the bake button on the render panel, there you can select full render (with lights and shadows), textures only (what I was suggesting), normals and AO.
  6. If you are interested, there's a quick way even if you use procedural textures. The process is very simple: -Join all meshes into one object. -Unwrap it with "U"->"Smart UV Project" -Create a new image. -Bake the textures into the image. Voilá, you have it UV unwrapped, and an image texture instead of procedural with 4 steps.
  7. I've been trying to get a chariot working ingame using the same armature as the persian cavalry chariots (with modified versions of their .xml) without success. I'm getting "too much objects to convert" with an empty called "twowheeler" that's present on pers chariots. When deleting it, i get: "failed requirement: recognised skeleton structure" error. The armature I used has both wheels correctly assigned to it's respective bone. Could someone tell me how to get them ingame? or has the time to add them? Blend file: chariots with rig.zip
  8. Yo también hablo español. Sería interesante que el que postee ponga su nacionalidad (si quiere) para tener una idea de hasta donde llega 0AD en países hispano-parlantes Yo soy de España
  9. I guess he posted the tower files in the barracks thread in order to check the UVs and get the asset into the game. But yeah, I hope he see this and post in the legal waiver thread just to be sure.
  10. Oops, I misunderstood the champion thing and thought that they increase their rank to champion or "elite". I'll remove then the two crossed axes and shield of the variation I thought for the "elite" rank and remove also the playercolor on wheel spokes. I'l follow the setup of the persian chariots to add the driver and archer. But I have no clue how to animate the wheels or the guy holding the parasol :/
  11. Finishing hero chariot details (gold or black?): Please check out for things to change before commit. From left to right the three chariot ranks.
  12. Yes, I noticed. He's clearly posing and not firing. He's a noob obviously.
  13. Update: Please note this still WIP and the units and horses are just placeholders to get an Idea of how they'll look ingame
  14. Chariot hero WIP. Any particular symbol to use there?
  15. I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license.
  16. Those forearms look too long IMO. I corrected the length and some small UV corrections on the file attached 3 posts ago.
  17. Hello loro11! Welcome to the forums. If you modify the terrain and make "holes" in it, you will eventually get under the water level and the water will be shown. The water level is specified on the environment tab (the sun icon) on the slider called "water height" you can raise that slider up, and if the map is totally plain, the whole map will be covered in water.
  18. Hey Mirek! Any update on those rock formations?
  19. We moved the art development forum to public in order to skip the applicant form submission and let the people start working on 3D assets for the game directly on the open tasks. However, at the top of the Art Department forum a note, remainder or pinned post like "please read this before contributing" explaining the license needed to get 3D assets into the game would be useful
  20. The new dude mesh is a "naked" unit, those celt units use a "long pants" version. But the rig/animations still the same for all meshes, don't they? I made some further UV tweaking solving also the leg UV issue, but I forgot to post the file :/ sorry. dude newmesh UV.zip
  21. Hey LordGood, If you haven't time to texture them, feel free to post the buildings you've already finished and I'll texture them. By the way, your defense tower is already in-game. Update SVN and take a look
  22. No problem. I know Harappan culture dates far from 0 A.D. time frame, but looking at the ships references gathered also on the Mauryans civ thread you can find 1st/2nd century BC depictions of ships that kept the "U" shaped hull. This post has some references closer to 0 A.D. times: http://www.wildfiregames.com/forum/index.php?showtopic=16056&st=380&p=250414entry250414
  23. It looks nice overall, but it feels generic. I mean, that design could fit in any faction. I think you should reconsider to change the hull shape to something like this curved ones suggested by Mythos: http://bharatdiscove...1/15/Lothal.jpg If you take a closer look to the references gathered on this thread, it looks like the curved hull ("U" shape) is common in all of them with horizontal stripes or "reinforcements". Like this other one from lilstewie: http://www.wildfireg...=20#entry254883 We will also need a wider planks texture from side to side of the hull. And horizontal reinforcements could be done with geometry for more detail.
  24. Whoa Amish! You are making some serious jaw-dropping wallpapers!. Now I can't decide which one to use lol
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