-
Posts
2.843 -
Joined
-
Last visited
-
Days Won
67
Everything posted by niektb
-
Re-launch of for Honour and Glory and presentation
niektb replied to NoMolester's topic in 1,000 A.D.
I certainly want to join the team! I do have some comments about the civ list from For Land and Money: De Slavs weren't a real influental people. Wouldn't it be better to make only one slav civ? Instead of Lombard, you could also choose Alemanni or the Burgundi. We should choose the one with the most impact on history. Berbers should perhaps be renamed to Moors. The Moors consisted of berbers, arabs and converted christian, and its Kingdom laid in Spain + Northern Africa.About for Honour and Glory: Wouldn't it be better to call evolving a political decision? -
Haha, too bad for Medieval 2 Total War: Kingdoms!
-
For now we should pick a timespan, decide which civs to pick (not too many though) and create appropriate building, unit and tech trees. Step 2 is the creation phase, in which we will model stuff and texture them and perhaps design new skirmish maps. And of course create backgroundwallpapers, icons etc. Perhaps we should contact the older modders here to join us and get some work done. We do not have to wait till beta stage of 0 A.D. because our main purpose is creating art, not programming gameplay. Edit: After picking a timespan and the civs, I gladly would do some research into the civs and create civ trees. (I always wanted to participate in a mod!)
-
It's beter tot combine your skills hand create one good mod, instead of 2 average mods. Of course its possible to create achter each other.
-
The problem actually is that you'll get 2 mods instead of one. That is something I actually want to prevent, though I can understand what you want.
-
I've got some little adjustments to your civ list: I think that one mod is enough. We'd better could shrink the timespan. The dark Age isn't very interesting so I would propose to start the mod with the first viking invasion and let it end with the capture of Byzantium. 793 AD - 1453 AD. Furthermore I would say that the civs could evolve. So the vikings will be called either English or Normans, just what the player wishes and so on. The civlist would be: Vikings => English / NormansSaxons => EnglishFranks => FrenchTeutons => HREEastern Romans => ByzantinesSarracens => OttomansIberians => SpaniardsVenetiansSlavs => Magyars.I'm not sure if the evolutions are 100% accurate, but it's just the idea.
-
This is a logo based on the wolf. Unfortunately it's currently used by a soccerclub. ;-)
-
Any progress so far on the touchscreen interface?
-
There is/was a mod about the modern era, but last thing I heard, was that they dropped pyrogenesis and were looking for something else.But definitely we should think about forest regeneration (perhaps by adding a Forrester like in the old settlers games?)
-
PPA for 0AD Part 2
niektb replied to DevynCJohnson's topic in Game Development & Technical Discussion
You can read about it at the indiegogo page, under funding targets. After finishing pt. 1 the development team will start pt. 2, but I can tell you that that will take quite some time. -
I made some screenshots to make my point clear. I added my 2 heigtmaps (the normal one and the one with higher contrast without losing information) and I included 2 screenshots from the Atlas + a blank map. The result of setting the contrast a little too high is a flat topped mountain and the loss of details in the heightmap.
-
Hi everyone, Lately I tried creating maps in Atlas, but I encountered some limitations: I created a heightmap in world machine but when I imported it, not changed. It turned out to be that something was changing but was barely visible. What I like to see are some sliders in which you can adjust the strength from the heightmap. Also it would be nice to import terrain textures (Or actually not the textures, but just the painting) and then replace them in Atlas with whatever texture you like. When I created elevation myself, the next problem occurred, It is not possible to select a slope to paint on, for example I wanted to paint some cliffs, but of course I do not want the cliffs' texture on flatlands. Any comments or should I create several tickets? Regards, Niek P.S. If needed, I'm able to upload some screenshots.
-
In the wiki the supported phones are from the galaxy series but are Qualcomm-based devices expected to work as well (like mine: Huawei Ascend G525)?
-
It would be best to resize all the textures to 64x64 to use less vram, and thus preserving RAM. (It would be nice to implement that in the game itself, eg. resizing the textures before loading the map, instead of resizing them manually) Also I think we should simplify the menu's (without backgroundanimations, just a wallpaper.) Would it be an idea to create a map, using custom, ultra light, textures and without water etc. so, just a very basic map?
-
Seeking development information on the AI
niektb replied to Jmt2014's topic in Game Development & Technical Discussion
Well, actually none exists. That was the problem for me too. I think you could better analyse some simple AI's (like Testbot, though he is a little outdated, you could also turn to the more advanced qBot), adjust them, implement new stuff and then create one of your one. -
Paid Development: September 2013 Activity Status
niektb replied to RedFox's topic in Game Development & Technical Discussion
Is SAP handled by the CPU / or the GPU? Ik have read an article about handling SAP with the GPU with good results: http://graphics.ewha.ac.kr/gSaP/ -
Paid Development: September 2013 Activity Status
niektb replied to RedFox's topic in Game Development & Technical Discussion
Too bad the optimization didn't give any noticeable results, but still at least we have knowledge of the problems in the RangeManager. -
Edited textures from building: how to apply?
niektb replied to niektb's topic in Tutorials, references and art help
Well, i didn't edit the material files, only changed the textures. (Though I did change the .cfg file as you posted above. I knew beforehand the there was indeed to much black, but it was just about the idea. -
Edited textures from building: how to apply?
niektb replied to niektb's topic in Tutorials, references and art help
I've finished my first change to the roman textures. All buildings using the struct_2.png are now changed (like dock / barracks). Any feedback? I've added some moss as well as a weathering effect to the diffuse and increased the quality of the normal and specular. Before: Note: This is a WIP screenshot, moss is already applied. After: -
Edited textures from building: how to apply?
niektb replied to niektb's topic in Tutorials, references and art help
Okay, and is It possible to edit the textures of one building only? -
If we're gonna switch from JS to another language, then Python is surely a great option, because its fast, you don't have to compile it and it works well with C++.