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azayrahmad

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Posts posted by azayrahmad

  1. Instead of invisibility I like spies in Red Alert more: they could disguised themselves as enemy units. Also in addition to outposts, war dogs and enemy spies could also detects spies. I wonder if guard tower should be able to detect them too since logically tower is too high to distinguish spy from friendly unit and besides what else is the reason to build outposts?

  2. Great video, Brynn! Here's my suggestions

    - I think it would be better to make the words appear dynamically (with transition animation and effects) instead of just appear and disappear like subtitles.

    Like this:

    http://www.youtube.com/watch?v=Hp_GQx-qmYo

    I believe there is such feature in the video editing software of yours. Even Microsoft MovieMaker have this.

    -I hope there could be more units and buildings in the video. You know, to make them seems more 'epic' :) (I know the main focus is supposed to be the environment, but yeah). And make them more involved in the scene. Like a scout that discovering a new environment, or a group of soldiers crossing the river, etc

    Also, +1 to some fighting scenes. Put it in the last, while the words 'Fight across the ancient world' appears.

    -I see that you use mixed shots, panning and rotating alternately. Don't you think it would be better to make video transition smoother by using pan shots first, and then slowly using the rotate shots? Also make each shots getting shorter and each transition faster. To add tension, like in movie teasers. So in fight scenes, it would only flashes through several quick scenes, and then cut to title scene, the end. Well, I guess you are more experienced than me.

    -Did you know that the newest version in SVN has windy trees and special effects that makes textures more pronounced? It would be a great for videos!

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  3. each civ/type must have a Aesthetic design in UI to be specific in Session in game.

    for example Greek must have Architectonic greek ui, with columns, greek patterns, plants, i dont know.

    +1 for this.

    Also, if it's not too much to ask, 'citizen manager' in-game session,

    Unlike any other RTS, the citizen-soldier type really requires more management. In other RTS, economy handled by workers, while soldiers are either patrolling or amassed in preparation to attack. In 0 AD, I',m sure many people don't just amassed idle citizen-soldiers. They better be workers until you have enough of them to attack. And when you ready to attack, you probably have lose track already of who's working where. So I propose citizen manager

    This is will be a table of resources and amount of female/soldiers who gather them/

    For example:

    wood 3/5 means wood resource is gathered by 3 female citizens and 5 citizen soldiers

  4. If I may know, which file is the heightmap for that part? I know it's because the file is generated using software instead of handmade.

    One more thing. I remember one of the modders for games created this:

    http://enbdev.com/index_en.html

    They created post-processing effects for many games, including GTA, Fallout, Skyrim, etc. Not only HDR and Bloom, but also reflection, motion blur and many more.

    By the way, adding reflection would be real better for those marble building!

  5. I noticed that some of the civs have monuments that gives units around them bonuses. But if I recall correctly, none of the Greek civs have this monuments. So I think I'll share what's on my mind here.

    I don't know how historically accurate is this, but I've seen many hollywood movies around this period use flaming arrows as their weapon. This weapon mainly used for burning buildings. It's less accurate, fired at slower rate, and makes the archers who used them vulnerable.

    So it's going to be like this.

    Building name: Flaming kettle

    Cost: 100 woods (or less, I think)

    Building time: 5-10 sec

    Hitpoints: 25 (or less) It should be easy to build and easy to destruct.

    Effects: Increase crush attack to 30 (crush is for structures, right?), reduce hack armor and attack rate (is this possible?). Only affects soldiers within its range.

    It will be best used in sieges, while battering ram destroys the wall, archers could burn some buildings (especially towers) from outside, to ease the siege engines' work.

    I know, there will be capture system, but you wouldn't just capture anything, right? Probably useful when destroying resource buildings (mill/ corral) to halt supplies while still in town phase.

    Oh and also: how exactly is structure destruction system in 0 AD?

    One interesting system was in Starcraft, there is destruction level system. Once a destroyed building reach a specific hitpoints, it will start burning (the fire will appear in the building). When fire appears, the building hitpoints will slowly decrease by itself (simulating building consumed by fire). The lower the hitpoints, the faster the decrease rate. I don't know if this game use the same system, but I think it would be cool.

  6. Attribution – You must attribute the work in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the work).

    It's just that I didn't find the author explaining the 'manner' of attribution anywhere...

  7. Hello guys.

    I've been reading this thread, but I'm sorry I don't understand most of it :). However, I do know that there is such issue as copyright law. I have all the sources of every image I use documented. I have some question, though, regarding Attribution

    http://creativecommons.org/licenses/by/2.5/

    Some of the image I use have this kind of license with it

    Kourion Mosaic 1

    http://en.wikipedia.org/wiki/File:Model_temple_of_Aphaia_Glyptothek_Munich.jpg

    Should I contact the author personally?

  8. After I updated the game through SVN, I noticed in map menu the preview didn't appear and there is an error message stating

    'cannot load because cropped [coordinate number] session/.../map_name.png didn't exist'

    (warning: not the exact words). But I checked the folder and the map previews are there.

    Also, in the middle of the game, there is another error

    Assertion failed: "(m_StreamFlags & ~m_ValidStreams) == 0"
    Location: ShaderProgram.cpp:901 (CShaderProgram::AssertPointersBound)

    Call stack:

    (error while dumping stack: No stack frames found)
    errno = 0 (No error reported here)
    OS error = 0 (no error code was set)

    but when I suppress it, it continues playing.

    Minor error, I know. I'm just curious.

  9. Wow. I'm surprise that this thread has gone from discussing corral into discussing vegetarianism. And I admit, when it comes to that, I tend to stereotype.

    I think the 'healthy vegetarian' issue is a modern issue, since today we're faced with sickness such as obesity and heart attack, which caused by combination of high energy foods (primarily comes from dairy/animal products) and low energy lifestyle (low physical activity). In times like 0 AD, I doubt if this is much of a problem, since food is scarce and people have higher physical activity back then. Even if they eat much meat, they get it from hunting, so I guess their energy is recycled.

    Anyway, about 'healthy' , whatever the mean is, I think it could be achieved with balanced diet.

    However. IF any effect would be added depending on the food ratio for me it would be:

    - More meat -> more stamina (faster mustle gain)

    - More vegetables -> more health (reduced chance of desease)

    In game term it would probably sound like:

    -vegetarian level >75% == every unit get +5 hitpoints or +5 healing rate or whatever

    -vegetarian level <25% == every unit get +5 attack

    -vegetarian level <75% & >25% == every unit get both bonuses

  10. Wow, those patterns are now too big. Nice work vectorizing them though ;)

    I would suggest to scale them down a little, and the make patterns consisting in four or five tiles.

    Having one-tile pattern forces the 3D artist to make one polygon for each tile, having them repeating on the texture saves a lot of polygons.

    I don't know about that. I thought you guys just 'bucket filled' your 3D surfaces like we do with Photoshop/Gimp :)

    Looking forward to use your finished texture on the buildings :)

    And I'm looking forward to see your 3D models. Perhaps I could create a better texture for it.

    Oh, and this:

    post-13772-0-10646900-1344724682_thumb.p

  11. That's more or less just for fun :) So not much significance at all, just a way to tell if your opponents have done any hunting(/or later used corrals) or if they've only gathered from berry bushes/trees/farms and other vegetarian food sources :)

    I believe most of the things we're working on here is more or less just for fun. :)

    I thought it's probably has something to do with morale (many city building games rate the population happiness based on their food variations). Or probably with hitpoints (vegetarian tend to be healthier, right?). Either way, I dreamed too much

  12. Those sheep can be gathered extremely fast. Have you even tried it? :) Use a cavalryman.

    Anything that requires hunting, I will use cavalryman. I've asked a slinger to hunt a boar once. He ended up scouting entire island playing catch with the boar. But I didn't aware about the faster gathering rate.

    maybe a button to rebuild infinite times. CB4Js.jpg

    help to create infinite food.

    Not just for food, I think. Build infinite times should be available in everything about unit production.

    Oh and while we're at it. What's the significance of 'vegetarian rate' percentage?

  13. Done!

    post-13772-0-71892600-1344692646_thumb.p

    -Removed two rounds and added two mosaics. All has been contrasted.

    -The pattern's source didn't have any higher resolution version, so I have to vectorize it all. The one with lion's heads is difficult though, so I leave the original. Might be useful for smaller objects. I wonder how big will these pattern be used. I'm planning to make the dark parts of the patterns to be transparent to be filled with player colors. Also should I make some color variations for the patterns?

    -I keep the triangle with simpler artwork. Unfortunately at this moment I don't have any graphic tablet so I think if I have to paint it with mouse, the result won't be satisfactory.

    Is it possible to make normal maps based on depth map? I find creating depth map a lot easier than sculpting high poly models. Also if we've planned to have normal maps, should the triangle (and all depth textures) be saved in a separated file?

  14. Corral created with 100 wood cost. Corral spent 50 food cost to create a sheep with total food 200. So it's basically just doubling your food stock 4 times. While you can make farm field with the same wood cost, only farm generate 2000 food.

    So give me a reason why would I have to build corral?

  15. So that's what normalmap is. If I recall correctly I have learned a little about this when I learned 3D rendering a long time ago, but back then it was called 'bump map.' I don't know if those two are different, but bump map also used to create bump in 3D. It's basically just B/W version of original texture. Anyone care to give some more example? Preferably from my texture

    Anyway, here you go, guys. There are still so many spaces empty. Anybody has some idea what kind of texture should I add?

    post-13772-0-10427400-1344527108_thumb.p

  16. We are happy with the existing hele_struct.dds and hele_struct_b.png at the moment.

    I'm looking for a *new* texture with images of mosaics, paintings, colored murals... It's easy for the 3D artist to modify the building adding a plane mapped to your new texture for a mosaic, or adding decorations with little geometry on the existing buildings. Sorry if I expressed myself incorrectly with "revamping textures" :(

    I think I'm the one who misunderstood the word. I apologize for that. Revamp in Google translate would translated into the word that has similar meaning to 'to change.' So I thought we were going to 'replace' some of the old textures with newer ones to add variations. Now I think it's closer to the word 'to add.'

    So we need textures for decorations only. Copy that :)

    -Now this is the problem. I've searched for image reference and all I found about ancient Greek houses are that they are covered in white paint and have orangish clay colored roof. So I added roof and wall variation with slightly different color, but still whittish wall and clayish roof. I noticed that the current wall texture is yellowish white so I added bluish white. I'm about to add an actual blue paint but I don't know if ancient greek people really ever use blue as their house paint. Perhaps history department would like to comment about this?

    -I'm going to clean the shadows today. Still in progress... :)

    -You probably mean upper right as the upper left filled with roof texture. It's a floor decoration from Olynthos, I got it from here (I suppose all images in Wikipedia are CC licensed). If you like it, I will supply more. There are similar murals in CGTextures, but last night CGTextures went down so I'm working on it today.

    That's an easy job! :P

    Use the Xnormal or the normalmap plugin for Gimp or Photoshop :)

    I'm gonna start committing some normal/textures to test as soon as I get the time to convert and try them out.

    That's not the best way to do it, but it works. ;)

    I rarely heard about normalmap. I think it's a 3D texturing term. What's normalmap? I'm downloading the normalmap plugin for Gimp right now.

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