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Everything posted by LordGood
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heerio path stuff.zip
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?? confus
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The spartan screenie was only built for the screenshot, but i have the Skalitz map skalitz.zip uuuh but it uses the new decals so I'm not sure it's going to look as nice. also probably going to throw lotsa errors
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uuuuuuuuuuuuh can i elaborate instead of the random map algorithm placing individual actors and entities, assign the actors and entities to a separate variable by some strange programmy magic the so algorithm can place clusters instead of individual things and not have to think so hard about it? so the actors in relation to eachother in the above screenshot can be assigned as a 'spartan village' and the algorithm can place these 'spartan villages' instead of each actor in the village
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@elexis Would it be possible to make 'settlement components' assigned to a coordinate instead of placing everything individually? In American Conquest (and i assume Cossacks) more in depth detail terrain features and settlements could be pasted in from a select menu instead of having to build them on-site which was a huge boon to mapmaking efficiency
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I made Skalitz from Kingdom Come to see if i could. Dont really have high medieval castle bits do we, haha
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I have no other personal mods, I'm afraid. I'm glad you like PA! My efforts on 0 AD nowadays are focused on the main project, with the occasional helping hand in Terra Magna.
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I used the spartan plaster and stone textures and made a mess, then i chiseled them into paths/patches with a textured eraser and multiply darkened the edges closest to alpha. I brought it into Blender afterwards, slightly -bumpmapped them with the native texture and then sculpted multires ditches for the normal bake. thanks! I like how these are coming along actually, i might be spread a bit thin if i dont optimize this process though
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already there
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I look forward to seeing what the mapmakers can do with these. I'll be making standalone footpath actors as well for them.
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I been playing too much kingdom come recently lol the whole map got a staggering amount of tlc from the looks of it
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added benefit of civic city tile decals is that building civic structures on uneven terrain looks slightly less stupid
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they're normalmapped, I'm still experimenting a bit, drainage, footpaths and such that cant show up in terrain paint maybe each civ should have its own that blends from its structural pack to the terrain through alpha
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more experimenting is needed but here's a test. Some private farmlands and road extensions would also be interesting to play with. These would pair very nicely with floral props , but much like with floral propping alone, environmental context may or may not cause visual discrepancies.
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Flora / agriculture related ideas and requests
LordGood replied to gyrokanth's topic in Art Development
I thought this was a bit too in-depth at first glance, but you do make a good point, the maps will come much more alive if they have a greater relationship with the player economy (and military) It will make land grabbing feel more substantial than just securing a few resources and territory for forward bases. -
you could always beat it down to auto-eject and then capture it easily, that was always how i assumed that worked
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Also! Keep an eye on the roof tile density, cutting the roof in half to map them equal sizes is a pain but it is noticable.
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It's both expensive and redundant, I also have an aesthetic problem with it.
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Buildings models revision
LordGood replied to Akira Kurosawa's topic in Game Development & Technical Discussion
I say that, but experimenting is the only way to know for sure -
Buildings models revision
LordGood replied to Akira Kurosawa's topic in Game Development & Technical Discussion
its gonna look stupid, itll pop into existence out of the fog of war once you see the center point. I had that problem with the larger pony buildings. AoE 2 mountains do that too -
I'd look to the split buildings instead of the original barracks, the iron grate and floating arches were a problem in the original, while the crenellations look better than they were sitting directly on the floor, I don't know why the merlons are thicker than the rest, I'd fix that that said i do like the layout and transition from covered walk to the open one