Jump to content

LordGood

0 A.D. Department Leader
  • Posts

    2.762
  • Joined

  • Last visited

  • Days Won

    207

Everything posted by LordGood

  1. Those cooled cisterns often have wind towers attached, looking at examples in Yazd. Quick wiki research shows mention to wind catching towers existing as far back as Egypt. maybe they could improve the civic functions or loyalty of nearby buildings?
  2. I wanted to give persians wind towers because wind towers sound cool heyy
  3. I'm going to take an ax to the ptolemies's architecture eventually. The white CC I imagine would be fine but with houses the risk of muddying form and function. Flat roofs should be easy enough to integrate if handled tactfully
  4. A plastered CC might look a bit odd among all the warmer buildings, but that would be as easy as copying and editing the texture pack and assigning it to the CC. Stairs should be easy enough too. If you wanted to copy and edit the texpack as you see fit, feel free to do so Might have to wait on that lion, that requires me doing some sculpting, hoh boy! maybe. are they painted lions?
  5. lol the Roman ballista is enormous Kinda disappointed Romans don't have bricks in their texpack could have opened a lot of cool opportunities.
  6. ah, you were talking about a different horse prop in the kushites thread then?
  7. Player color is a little tricky sundiata, transparency needs to be just right and void of all color. I think 10-20% opacity does the trick but it may well need a trial and error approach
  8. feel free to boost it up a bit, the UV coords were just that, coordinates. I can't explain the UV rotation though, the layout exported as I had sent it, oddly enough
  9. heyo, just a heads up the 'wraparound edge' is on the front UV also the back will be propped to the 'root' prop point of the front
  10. @wackyserious gimme a sec and I'll give you the UV coords sudantribal_back.dae sudantribal_front.dae
  11. I'll make some new shields lol, you just need to halve the textures so there are one of each laminated/wicker back textures and just all of the front sides without the back textures attached. The backs will be on different actors/meshes that will be prop-parented to the fronts, all the variation will be handled in .xml files instead of full blown texture files. That was your concern, yes?
  12. I was confused for a second but I think I know what you mean now. Both sides of the shield are mapped so that the front and back are on the same texture huh? Would you be willing to split the front and back into different actors? That both halves texture size and allows for different configurations of front and back textures without duplicating them.
  13. lol I really want to play with this, I'll refrain from doing so until we have our current projects tucked away ofc, but depicting a side of Japanese history most aren't familiar with sounds like tons of fun
  14. while possible it is a bit impractical to have the necklace on as an alpha prop. It would require extra geometry weighted exactly the same as the collar area of the mesh is to prevent it from glitching through the model itself.
  15. One thing you may want to do with blades, especially if there is smoothing on the mesh, is split the geometry right at the blade's edge. Shading and specular shading will try to round it out otherwise and spoil the illusion of an 'edge' I do believe Stan knows how to bake textures and normals, but is that reference image you used under a compatible license? Have to ask
  16. the pikeman shield mesh is oriented differently from the standard shield meshes
×
×
  • Create New...