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Everything posted by niektb
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No, it's in the texture. Compare the latest textures with the initial one. You'll notice an offset. I'll try to fix that today. Regarding to the props: Already a few props are in-game (e.g. campfire, barrels and props) You're off course allowed to create them yourselves, but it saves work to use the already existing props.
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Proposal: AI Tournaments
niektb replied to agentx's topic in Game Development & Technical Discussion
The idea sounds good. I wonder though, if there are enough people willing to create one. Still, indeed, there are a lot of possibilities for creating self-learning (and other) AI's. Unfortunately I don't think the game is capable of running such advanced AI's. (It's already suffering from performance problems) -
That's strange. Did the displacement occur since the last update or was it already there? And is it only with the shield or are there other places too? This.
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Yeah, though you should invert the normal map.
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Submitting a patch, best practice?
niektb replied to lucas92's topic in Game Development & Technical Discussion
Any numbers to prove an improvement? To answer your question: take a look at the wiki. Unfortunately it's down currently. -
Today I went through some actor folders and noticed there are some files located with ****_new. Some examples: barracks_new.xml in celt folder. dock_new etc. etc. Nothing strange so far, but when I went to the simulation templates it turned out to be that still the old buildings were used. Just wondering, but why aren't the newer actor files being used?
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I think I know what went wrong with all the graphics not working. It's all my fault Instead of using this material file, <material>player_trans.xml</material>This one should be used: <material>player_trans_ao_parallax_spec.xml</material>The first does not have certain effects, the second does. That should deal with the strange graphics.
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If you hadn't noticed yet, the sub forum is located in the Game modifications sub forum.
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The game isn't installed in that directory, it's only the place where the logs are saved. It seems to be an error with SDL (right?), not really my piece.
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I brightened the door, let's turn to finalizing the longhouse. Some last comments on the house: Stan, could you create a (small) bar at the top of the roof running from ornament to ornament? As this is a normal house it doesn't need too much props. What I propose: - a campfire in front of the door. - some spears standing near the wall. - a log with an axe or an axe in a tree stump. - a few wooden barrels / ceramic pots next to the walls
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Good. Should we brighten the door's texture? If not, let's turn to the props then.
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Just curious, but how much time do (or did) you spend(t) at creating this map? I mean: creating this high level of detail should cost you hours and hours.
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You can see one in the picture above.
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Perhaps it should be as bright as the door from the Gaul houses in the picture above.
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===[COMMITTED]=== Ptolemaic/Seleucid Helmet Props
niektb replied to Sighvatr's topic in Completed Art Tasks
A (relatively) easy way to do so is by creating a (very) high poly mesh and then bake a normal map (=bump) from it. That normal map is used for the low poly model. Some basic info: http://www.chrisalbeluhn.com/Normal_Map_Tutorial.html -
I didn't say anything!
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Perfect, is the door size still correct?
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Yeah, that's indeed a bit large... :-/ What I had in mind is approximately the size of two Gaul houses placed next to each other. (I don't mind if it's a bit larger)
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What footprint size do you currently use? I hadn't decided about the Civic center yet, but I was thinking of the following: Merging the CC with the fortress, the final building being called: The Jarl's Hold.
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Don't worry too much, the foundation is going to be larger than a normal house.
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