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Everything posted by LordGood
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Well he asked me if he could use mine to mass his own
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lol catbarf's set is phenomenal, he used my Italian castle mod for AoK to make his Byzantine castle
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that shield would be badass for norman knights, but the carolingian franks seem to favor the round shield
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That's the basic idea, but community feedback makes it clear this hacky way of doing this won't settle well. More coding is likely needed for this to be a viable siege weapon for vanilla. Fine as is for experimental mod use though
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Fighting techniques references
LordGood replied to Enrique's topic in Tutorials, references and art help
I can't tonight, I'll see if I can do it tomorrow -
*Distant american screeching*
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===[COMMITTED]=== Persian Unit Texture Upgrade
LordGood replied to wackyserious's topic in Completed Art Tasks
The larger shield looks nice, why not- 160 replies
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- achaemenids
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This is done verbatim in ponies ascendant lol
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they need to keep pace with the current walk and jog animations, we cant have injured units slowing down, as interesting of a mechanic as that would be
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Age of Empires definitive edition [remaster]
LordGood replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
they forgot the rope and crank on the catapult smh -
Empires Apart. ==Freemium==
LordGood replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
inherited rotation would lead to issues if it's angled like in the screenshots- 209 replies
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There's no need imo, what if we randomized the crests as props?
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we ought to have baked-in AO textures on head texture variants for different types of helmets, these in particular, don't you think? shouldn't be too hard for a texture artist to edit the bronze textures to match, dont worry too much about that
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I still have the last few workshops to commit, which includes the greek workshop
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The tower wasn't for use against foot soldiers, it was for matching the archers advantage on the walls they'd be attacking in order to prevent crew harassment not tanks, a glorified chisel with a tower at most
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The hair can't be animated on the screen. I'm curious as to where you got the references for the stone. Also the background rocks and leaf patches look a tad bit disconnected from the rest of the environment. I would strongly recommend strict adherence to reference material for solving these issues. I think you may need to double check the anatomy/pose of your foreground figure as well, keep in mind detail and polish is very important for these main menu backgrounds in particular since they'll be scaled full-screen. This detail orientation is something I need to work on too, its a difficult process, and one that doesn't seem to end. This is likely the reason why we see so few in rotation currently.
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way to fix that is with wow's grove suggestion
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===[COMMITTED]=== Carthaginian Unit Textures
LordGood replied to wackyserious's topic in Completed Art Tasks
Sneaky Nuba camp -
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===[COMMITTED]=== Carthaginian Unit Textures
LordGood replied to wackyserious's topic in Completed Art Tasks
Hey, yeah go for it -
===[COMMITTED]=== Carthaginian Unit Textures
LordGood replied to wackyserious's topic in Completed Art Tasks
Where did this leg armor come from? I don't think it works too well with the contours of the elephant's legs as is -
Also, welcome to the forums!
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meshmap 0 should be your UVMap for base texture, specular texture, and normal textures. meshmap 1 should be for AO. I'm pretty sure you have the wrong texture, try the Celtic textures in the structural skins folder, you'll likely have better luck there
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Its a bit slower than the current one, given it does away with the spreadsheet, but i can see how it can be more intuitive for newer artists. Had a bit of a problem with actually saving my changes, though i may have set up my config file wrong. Definitely takes a bit of getting used to navigation-wise, maybe some windows can be labeled better for someone not familiar with how these things work?