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niektb

WFG Retired
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Everything posted by niektb

  1. @FeXoR: Which civilization comes from Scandinavia?
  2. I'd vote for Scottish Meadows or Hilly Highlands or something (I mean, it comes pretty close to what I see in landscape photo's of Scotland: )
  3. command.txt would probably be nice too
  4. @AJ15: You can use the WASD-keys to move around the camera (personally I found that much more convenient than using the mouse)
  5. Considering the amount of positive feedback here and in the staff meeting I've committed it in r18420
  6. @Cyberpangolin: setting up a mod and send it to the other players is currently the most simple way to share and play maps in multiplayer. (it's something that's already possible, sending maps / mods over on the fly is not implemented yet.)
  7. @Foaly: I've committed your first three icons : r18407
  8. @feneur: Yes, but the texture is null_white.dds
  9. I have btw the same problem with the horse.There seems to be a horse_new.dae mesh available but it's untextured... Nice lighting for the tiger!
  10. My bad, here is a new one: tiger.zip
  11. That's strange... I've imported it for you. Can you open it now? tiger.zip
  12. My Blender is able to import the .dae so could you describe what's going wrong?
  13. Attached is a small mod that modifies some trees. It's planned to be committed if you guys like it The content is split off from Delenda Est. Modifications: Adds a few more Autumn Oak variants. Makes Autumn Beeches sway in the wind (of you have GLSL enabled) Removes swaying from dead trees (to make them look even more dead) arbor.zip
  14. I noticed that the wiki (on Trac) links to the forum still use HTTP instead of HTTPS. (redirecting to https seems to go alright though)
  15. Alright, here are the results. Make sure to view the attached screenshots at native resolution so you can see the results properly : I've used the 128 icon for the house, the 256 icon for the storehouse and the 512 icon for the farmstead so I could compare them side by side. When viewing the buildings in the build in the production queue, the 128 chicken looks best, the others show aliasing (512 has the most aliasing) However, when looking at the portrait in the information panel (as shown below) it looks like the 128 is slightly blurred (when compared side-by-side, on its own it looks pretty decent). The 512 on the other hand still looks a bit aliased. 256 gives the best result. So clearly, higher resolution does not give necessarily better results. Instead, one should search for the size where the least resizing is needed to get the best looks. So, what resolution is better? 128x128 or 256x256? Actually, I think that 128 looks slightly better. I do however think that 256 is more future-proof (higher resolution screens get more and more common so I think I wouldn't be surprised if the GUI gets scaled up (to prevent from getting too small) in the nearby future for HDPI screens. What resolution looks best according to you, guys?
  16. Ah, you're great! Actually, I export the image as a png and size that one down separately (so I always have a higher res source)
  17. @Foaly: Would you be interested to participate in a small test? (Yesterday we had some debate in the team about the desired portrait image size and decided to do a little test.) In case you do, would you render the chicken in 2 more sizes (256x256 and 512) and post them here? (I can put the glows around them). We would like to investigate if there's visible difference in-game between a native-sized render (128x128) and a portrait where the render engine scales the image down (from 256 or 512) Nice deer btw, definitely the second version! (though I'd prefer a little more glow, are you sure that you applied the suggested parameters at 256x256 and not a higher resolution?))
  18. Yes, han_china depends on public (not only because of GUI but also because it uses maps, quite a lot of art and simulation templates)
  19. @elexis had some way to dump the cinematic scenes in the Alpha 20 trailer
  20. Rada decided it was better for him to leave the team after an internal disagreement on how to give shape to the mod projects. He's now working on his own pyrogenesis-based game: http://www.moddb.com/games/0bc-time-machine
  21. No, it can't be found on the wiki (yet) I've put that post together just for this topic. Glow looks much more decent now! Chicken Pose is also a good improvement! But agreed with GunChleoc that the brightness and contrast (of the chicken layer) should be tweaked a bit. (and maybe I would make the bottom noisy glow layer slightly bigger, but that's not a big issue) You could open a Trac ticket, and post the image there. You could post it here. (as long as I can find it ). Pull requests aren't possible, only patches. But these struggle with binary files (such as images)... (hence these normally get committed directly by a team member.)
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