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niektb

WFG Retired
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Everything posted by niektb

  1. Cool! Especially those valleys! They might come in handy in my Schwarzwald map.
  2. Thanks, it works for me too now. You were really a help. Now I can take care of easier tasks (like texturing etc. )
  3. Any news on this? http://trac.wildfiregames.com/ticket/2111 More testers needed!
  4. Not bad for your first post! A suggestion: place your images in spoilers. That makes sure you have not to scroll so much.
  5. Though indeed the ground was lowered beneath trees, still no luck with commenting that part out here. Did you do something other than that? Thanks for your help though, it made me clear that it was not (directly) my fault that parts of clOpen was in the water. Also there isn't a texture painted so I get the feeling that something is wrong in the clWater part. Maybe the heights?
  6. Perhaps use this screen (and extend it with more info) instead of the current civ description window?
  7. Sorry, I should have added the code files. I've used a Heightplacer (from FeXor) before but that didn't work so I turned to PaintTileClaseBasedOnHeight. And yes, I did use constraints to avoid clWater and clOpen (Open space around the water). schwarzwald_1803.zip
  8. Now, what is going on???? The road + forest stops at class clOpen just as it should, but strangely it continues in clWater: var placer = new HeightPlacer(heightRange.min, ByHeight[2].height);var painter = new LayeredPainter([tWaterBorder, tWater], [2]);createArea(placer, painter);paintTileClassBasedOnHeight(heightRange.min, ByHeight[2].height, 3, clWater);setReliefmap(myReliefmap);var placer = new HeightPlacer(ByHeight[3].height, ByHeight[4].height);var painter = new LayeredPainter([terrainBase, terrainBaseBorder], [4]);createArea(placer, painter);paintTileClassBasedOnHeight(ByHeight[3].height, ByHeight[4].height, 3, clOpen);setReliefmap(myReliefmap);Strange, since exactly the same piece of code is used. Also it seems that the height is overlapping (since part of clOpen is in the water) You can see it because of the pigs and textures. I guess that clWater isn't painted at all (no sand texture) but why?
  9. Could you tell what's inside the 0 A.D. log? http://trac.wildfiregames.com/wiki/ReportingErrors
  10. I like the fact that you can quickly see unique units etc and a more detailed random selector.
  11. Here I post my tutorial about template modding and unit creation. Enjoy! I hope you learn a lot of it! If you still have some questions, feel free to ask. edit: the resulting files can be found here: http://www.wildfiregames.com/forum/index.php?app=core&module=attach&section=attach&attach_id=7532 edit2: From now on, the tutorial can be found in the wiki: http://trac.wildfiregames.com/wiki/CreatingNewUnits This wiki page contains additional info (compared to the pdf document) with regards to setting up your mod, to work with the Mod Selector found in 0 A.D. Tutorial Unit creationv1.pdf
  12. Is PaintTileClassByHeight() a good alternative for the Height placer?
  13. Will be hard (I'm quite busy with school currently, I've got my hands on a very large, time-consuming project): TODO: - make map circular - revert biome changes - Rewrite path placement - Make sure the water and a open space around it stays clear of trees. (Might even require a total rewrite of heightmapgeneration) - Add resources - add eyecandy This is an initial list, there might be items added to it.
  14. Not necessary to crash in case of an error, is it?
  15. I don't like the signature to be too modernistic. (Who is the T guy?) Marble give a nice soft distortion of the background and is a material that was often used in ancient times. + is a material that is often used for plaquettes. Also marble opens the way to some nice text effects. But in fact it hasn't necessarily to be marble. Associations: http://en.wikipedia.org/wiki/Grey "Gray is solid and stable, creating a sense of calm and composure, relief from a chaotic world." http://www.empower-yourself-with-color-psychology.com/color-gray.html
  16. What bugs me about the Atlas is that it tends to crash very often. For example if you have written an RMS with a little syntax error in it Atlas instantly crashes without error logs. The main game however loads the script, gives a few errors and then returns to the main menu as it should. What's more I like to see some kind of possibility to use scripts in Atlas. For example: I've just created some kind of heightmap inside Atlas. Now I want to use some scripts (like a erosion script) to give the hand painted version a more realistic look. Same goes for texturing: A general layout and the script takes care of the rest (of course you might have to code/edit these scripts yourselves to get something that exactly fits your needs)
  17. Just played a bit around with the signature (the old one indeed) I know it's blurry but it is just as an example of how the final one could look like.
  18. Here comes v1!!! Tutorial Unit creationv1.pdf
  19. In general looks okay but try to vary more with the terrain textures, it now looks not realistic and there is enough room for improvements. Could you do a full size image of the map?
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