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Everything posted by niektb
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Too bad, but how does the formation look when engaged in battle?
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I see no shields at the side and rear. (Which certainly happened with roman testudos) But of course, it is way better than it was before.
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Plus we have a group PM here at the forum in which you can join if you have posted 5 posts (spam protection). Every now and then you will see me at IRC but not too often.
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http://en.m.wikipedia.org/wiki/White_dragon http://whitedragonflagofengland.com (Interesting, according to link 2 the dragon symbol had it's influences from the Far East) Or better, make a white dragon with red background. That was the most widely used symbol among Anglo Saxon people. The red dragon was used by both Byzantines army and the Welshmen. (The shield boss is to small, even according to your reference.)
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Almost forgot about this post. I feel it's too orange. Better use a yellow-black combination, whilst making the dragon a bit smaller and the shield boss a bit larger. Currently it is out of proportion.
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Almost forgot: in the new version the blood groove is pretty much gone, please restore that.
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The third is Etruscan, Hephaestion. The second is Hittite.
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I have to say that I liked the first variant of the pommel more ánd it was more according to the references. Moreover those lines across the blades have to be less strong, that looks better. The crossguard is better in the new version. (for the ones who do not know what all these words are) I think the grip needs to be of a different material:
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But Stan: We need to really be able to edit the textures if needed (and it is needed right now). So if you haven't that xcf file anymore, I think we need to create a new one. Secondly there is no specular applied to pommel (the bottom piece) and that give unaesthetic results:
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The the way of the smiths is in that link too.
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From an old viking saga: "The stories also describe instances in which a sword blade bent during a fight. In chapter 49 of Laxdæla saga, Kjartan was ambushed as he rode up the valley past the small hill in the foreground of the photo. He was not carrying his usual sword, a gift from the king, but rather a lesser sword. Several times during the battle, Kjartan had to straighten his bent blade by standing on it." http://www.hurstwic.com/history/articles/manufacturing/text/viking_sword.htm The Viking swords suffered heavily from fighting especially edge damage, becoming less sharp and some times broke in two.
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Currrently (maybe this changes in the future) the rates are specified as follows for normal citizen soldiers, where higher is better: <food.fruit>0.5</food.fruit><food.grain>0.25</food.grain><food.meat>1</food.meat>As you can see, hunting is 4 times faster than farming, a pretty nice boost, I'd say. The counterpart however is that you need to pay more attention to, therefore best suited to get an early game boost. The citizen cavalry is even more faster! <food.meat>5</food.meat>
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And a few specular mapping related articles: http://wiki.polycount.com/SpecularColorMap
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Thanks, I'll take a more detailed look tomorrow. Do you by chance have the .xcf file for me (I want to play around with colors and stuff ) unless you've planned more changes of course, in that case I'd rather play with the final version of the texture/model. Did you actually change something except the bump?
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Some constructive (hopefully) feedback from my side. You forgot to remove the UV's from the normal map, result is some ugly lines. I like the leather grip, except the color, that should be a black variant: (Sorry, the photo from me is a bit blueish.) The blade is a bit too rusty. And has a ugly black line (guess from the UV lines too). So the blade has to look a little more like this: (My own little tiny blade) From the reference: "The tip of the blade came to a point, which, rather than being acute, was usually somewhat rounded, as is seen on the seven historical Viking-age sword blades shown to the right." Could you make the tip less sharp? SIDE QUESTION: Do we use specular/normal maps for weapons, unlike the main game (vanilla does only with shields and helmets, no weapons)??? You're specular map looks a bit strange to me. (Ah, that is due your transparency, it is common to leave no transparent parts in both your specular and normal map) But I see you don't use specular for the leather. Regarding to the rest of the model: looks good, but I'll have to look into the other swords to resize it properly and make it attachable. A full render with one sword, as it is right now:
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Physically Based Shading
niektb replied to niektb's topic in Game Development & Technical Discussion
Even if it would do a better job there are a few reasons why it is just no option to switch: 1. It would mean that you can throw 10+ years of development in the garbage collector and simply everything needs to be rewritten. Basically starting a new game. 2. Unreal Engine 4 is a very computer-power consuming program, especially since a lot of the fan base are running 0 A.D. on older hardware. So you would abandon a large part of the community (even me, I'm not too sure my both pc's are capable of running UE4 fluently). 3. It doesn't match with open source to go with an proprietary engine. And it would get harder for newbies to get involved in 0 A.D.'s development, since they need to get their hands on UE4 somehow (I don't think Epic Games will give free to use packages to redistribute among all of us). Even though it would be cool to have such advanced graphics/physics, it is just undo-able. It is better to improve the existing engine to look better, without consuming more resources. @Energy conservation (guess it is better explained in the movie posted a little above): It simply makes sure that the specular reflection and diffuse reflection doesn't exceed the incoming amount of light. I just found a nice paper about making Phong's light model more physically plausible by adding energy conservation and making it reciprocal. http://users.tricity.wsu.edu/~bobl/personal/mypubs/1993_plausible.pdf Edit: it is explained in the movie @15:30. -
By system info we mean what your computer is looking like; what OS you are running and hardware details. Best to post the interestinglog.html and system_info.txt here. Depending on your Operating System the folder where you can find them is explained here: http://trac.wildfiregames.com/wiki/GameDataPaths You need to have the log folder.
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When does this error occur and could you give us additional info about your system?
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Just wondering, how do I change from the Light Style by Fisana to another IP.Board theme? Or Is this not possible to do manually?
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Sorry, I misunderstood you. You can re-use every file/actor without the need of copying it to your own folder.
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Oh, and what office writer do you use? I suggest you turn to a normal code editor like Sublime Text or Notepad++. (This makes it better readable and editable)
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Yes, but also preserve the map structure (like feneur said). A while ago I made an example of this (for my tutorial about modding, this is explained there too). I'm attaching it here. You only need to make sure that the testmod folder is at the same place as the public folder. Secondly you need to repoint the shortcut to your pyrogenesis.exe (As long as you run it with "-mod=testmod") Your mods folder will look like this (except all those other mods): If you have questions or need help in some way or another, you can always turn to The Council of Modders. testmod.zip Tutorial Unit creationv1.pdf
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http://www.3dtotal.com/index_tutorial_detailed.php?id=658&catDisplay=1&roPos=1&page=1#.UznGA-p1GBY This is a nice tutorial on painting metallic textures. And some more: http://www.cgsociety.org/index.php/CGSFeatures/CGSFeatureSpecial/the_top_ten_tips_of_texturing http://www.creativebloq.com/3d/paint-different-metal-surfaces-10121080