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Everything posted by LordGood
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I got a head start on the black pines, could benefit from a few more variations. General purpose tree dump thread
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I'll see what I can put together
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How to create lowpoly trees with Blender 3D
LordGood replied to Enrique's topic in Tutorials, references and art help
Just draw some yourself take some pictures, easy peasy -
They're nice huh? Haha have fun!
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I do believe I should give these another shot, its been a few years, after all
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@Anaxandridas ho Skandiates I'm curious as to what you think of the swept corners on the towers in the Palestrina Nile mosaic, I do believe they were suggested and prototyped for the Ptolemies architecture set, wall towers specifically, but were deemed a bit too fanciful for the set. I cant find the sketches or prototype itself but I'm wondering if this was misread or fancifully exaggerated.
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Much of our valuable feedback is from members who don't have much, or any experience in the programs or processes we use. We get so close to our work we forget the perspective of the 'layman' for lack of a better term. Some of this feedback is given at a very valuable angle, and other times it is misguided, and can be safely ignored as long as the reasoning behind it is understood. It is never constructive to look down your nose at the less specialized, for any party involved. It is quite frankly, unprofessional, and does not leave a good impression. Take it easy, its a volunteer project, we're here to learn and have a good time
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a light grey 5-15% transparency should have at least removed the blue. The only way to tell for sure is to assign it to an entity and put it into the scene as a player assigned entity
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The actor file needs to be assigned a player color material instead of a basic or objectcolor material. The last two options will solidify any transparent pixels left behind, hence the blue. You ought to desaturate those parts of the image to keep them from muddying the player color once the right material is assigned
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do you really want these files stan
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there's a hard crash with no log when my black powder units take to walls with another enemy unit immediately in range, any idea as to why this is the case?
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what happened to spread? Small amount of linear splash and spread make ranged units a lot less focus fire and a lot more area denial, making this dancing thing silly. all units had some degree of spread at one point or another, even if the unit hitboxes are a bit small
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===[TASK]=== African minifaction buildings
LordGood replied to Lion.Kanzen's topic in Official tasks
haha hey get carried away all you want, That's my primary mode of locomotion -
I like the stronghold way, different height advantages imparted different levels of enemy accuracy reduction and armor, but that's a unit to unit aura, I dont think that's supported
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yep, lol nevermind then
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do these weapon textures have spec and normal map counterparts? This would be a good opportunity to bake some in if you feel up to it
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Bronze age Greek civilizations looks nothing at all like the classical Greeks we have in game.
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Specialized decal would really bring an air of functionality to this building. What do you think of a shingle roof? We’re still lacking in those
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This isn't an engine feature lol, its a hack, a very sloppy workaround that abuses particle emitters and hidden skeletons. Proper support would be nice but this will have to do as a proof of concept. It follows all the 'rules' so it's more or less future proof for modders, which was my biggest concern. Proper single-particle emitters would of course increase performance by negating the need for hidden emitters.
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I'll be honest with you, my files are in a 'by any and means necessary' state including ignoring most of the the simulation tree. I'll brush it up and maybe make a cheat unit of it that way any future mods have some standard rifleman assets to use