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Radagast.

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Everything posted by Radagast.

  1. I'm pretty sure using a student version is not compatible with our art license. I recommend using blender, just convert it to a file format that is readable with blender and there you go the safe way.
  2. e.g. all thos kart_* files also exist as cart_* Are all doubles? Is there a program for checking the content of each file against each other file using diff and showing duplicates? I wonder why we wanted to remove non-duplicate meshes and animations but I think you rather want us to use those? @Lion: Those files are still accessible in an older revision, so no reason to worry luckily.
  3. Thanks, though your drawings are what made it happen. I wish I had those skills, me I just modeled .. oh wait .. it rather was blender which modeled it, hopefully I blender can improve it later when we reach the timeframe. From the day after tomorrow on I'll concentrate on Heian buildings. Should we make it depend on the usual barracks? It could be a researchable building in the common barrack via a technology?
  4. Oops. I'm sorry, I just should have translated Dojo, I only read there were soldiers ... we're continuing to fail. lol A dojo (道場 dōjō?) is a Japanese term which literally means "place of the way". Initially, dōjōs were adjunct to temples. The term can refer to a formal training place for any of the Japanese do arts but typically it is considered the formal gathering place for students of any Japanese martial arts style such as karate, judo, or samurai,[1] to conduct training, examinations and other related encounters. The concept of a dōjō as a training place specifically for martial arts is a Western concept; in Japan, any physical training facility, includingprofessional wrestling schools, may be called dōjō because of its closemartial arts roots.[2]
  5. we don't have only 4 ... we have plenty more. 0AD just solves it in a nice way without the user noticing.
  6. Awesome find. The first time I found a topic of you via trac. Last time happened for Philips pathfinder. I like it's automatic now. I wonder why one should be able to mod MaxDistance of a trader? To get damaged ships out of service, there should be other ways than reducing the MaxDistance parameter ... thx for fixing.
  7. Thanks, then the roof will be a prop. I've already two variants. Will add the straw, will be the simplest of those. Thus most frequent. If we want to give the user control of it, then we could make the roof upgradable (possible since Sander added 'Actor change on tech research' but somehow not yet used): Base: - straw roof (default), Techs (dependency group I): - basic tile roof. - tile roof with convex shape, - ornaments (adds ornaments to a building roof) Techs (dependency group II): - second floor It will be possible to research the tile roof, then add the second floor and upgrade the roof again. It's all steered by an attachpoint: roof (called prop_roof in the model).
  8. We can't really do any harm. If we compare how many mods even those commercial games like total war produce and how few modders we are here, then I think we can't do much harm with creating new resources. (if in every computer science department we had some flyers at the wall with some screenshots, then we could pretty quickly almost have more developers than users. All those talents (coder + artists + historians) in commercial fora if they knew there were the same genre being developed open source in concert with the whole planet and with so many possibilities, then those might perhaps come to our aid.) We already have plenty of resources (e.g. food is subdivided in corn, fruit, ..) thus why not add water as another subtype? I understand we have to be careful to keep micro down, but I can't really see why new resources should be problematic. Me personally I would love to see units bear water from rivers and waterholes or wells. In Settlers there were heaps of resources of different kind and wasn't it successful? Was Anno a failure? .. to me all those resourcs made it appear realistic and it was so fascinating.
  9. Holy beard. As if you did nothing ... that's certainly not true, everyone of our council and also many of the community helped for the release. You did even playtest.
  10. Sorry for this bad quality. I've not really matched Le Druide Galois' concept quality.
  11. Yamato period (of which the Asuka are part of) is to one half covering Medieval (Millennium I) timespan and to the other half the Iron Age (0 A.D. II) timespan. It fits in neither release to 100%. Any fan of the Asuka or other at first left out people should nevertheless feel free to compile art for them. Those can be included as special buildings/units. The engine will make them pop up at the correct timespan or other (prior and contemporary) dynasties might research the Asuka buildings and units. Left out just means, that they are a minor power and we can't concentrate on those right from the beginning as our art department will complain of too much artwork to be done.
  12. This is what Atenmeses said to it: "Early Iberian, maybe Argarica, also maybe Tartessos, or any combination of all of them" (Atenmeses52) I wonder what the big area Artenac in the map in the first post stands for?
  13. With the next Release it'll get in better order I believe. I've still not yet fully arrived. My tool chain is not fully settled yet. My system broke short before release. Luckily Niek had it all in control. Thank you for the good work and endless efforts. Thanks for the good resonance in the 0A.D. team, the new engine + gameplay (simulation) changes are a huge improvement for the maintainability of mods. @Lion: As we will provide mainly building blocks (content, funcitonality, storyline) it's always reusable for 0A.D. The question rather is if it all fits the scheme, theme, vision and 0A.D.'s concept of being a pitched battle of a subset of the strongest powers of the Iron Age.
  14. That's indeed a good workaround. Though personally I wonder if it's not even more complicate to change the avatar/'boat-horse' actor / props on collision than simply make the unit dismount. Ok, your workaround sounds easier to do (and we don't need the animation, for the proper solution we needed transition animations which we don't have and will not have for a long time probably). Am I right that the Lusitanian are a faction of the iberian civilization within the iberian/itallic/gallic culture group? (I'll add it to our Roadmap in the Ancient / Iron Age epoch. Do you have a time frame / range for it?)
  15. Looking promising. I think the complexity is really okay for the tower/fortress. The civic center may be something different. Thx for the new awesome 3D model.
  16. Indeed we didn't have on for the BronzeAge epoch. Thx. We use Shang for that.
  17. darn, you're right of course. How is it possible I forgot about that again, bumpiness is per texture. Thanks for creating the bump map for the struct texture. Indeed, there is player color. To have it for the cloth we have to EITHER - Make the cloth completely player color. OR - Add geometry planar extra vertices/edges to be able to unwrap a cloth part by part (stripes or any other pattern). But it is possible and I'm pretty happy with it as is. Had just been out with the horses, now continuing the Aristeia release work.
  18. I will not add normal maps now as I have no Crazy Bump at hand. Will test it all once again now and then I will give up.
  19. I now saw that my roof is wrong. <-- ok, you changed the roof texture from stone to straw, got it. Your new PNG texture features much more diversity... Edit: I realized we have no player colour in the .PNG than in the .DDS egyptian structure texture. That's fine, then we can define another variant, one with and one without player color. Good for variation. I also wonder if the different building height perhaps also was due to more variation? though I now think that the deeper building version _a2, _b2, _c2 are the correct ones (and I fixed the others lol).
  20. I figured it: It's just that the building has an higher origin. That means the buildings sits deeper in the ground. I wonder if it has any visual effect. Anyway I won't fix the UV maps for the types _a2 _c2 _b2. Instead I will shift the origin once again if it must be .. until we figure if there is a useful difference (probably idanwin wanted to figure out if the building reaches deep enough into the ground).
  21. Excuse the mess. A misunderstanding: I meant this to be the complete timeline. In the Roadmap in the Medieval timeframe we only have: - Heian (Millennium I) - Kamakura + Muromachi (Millennium II) The Heian are essentially your first mentioned timeframe (without the Nara who were only 80 years in comparison to the 400 of the Heian period).
  22. The civilization's design document will be compiled into this wishlist indicating status of progress and priority as well as guiding the way to the topic where the art is being developed (those ==Task threads). - please post below if there are any things you would love to see. - Note: If no more significant/longer existing variant/dynasty comes short before or after a minor civilization faction then we can create art, otherwise we should avoid it. Though there might be special buildings and units which we could create if worth it. Eras / Civilization Variants to model: Roman Republic (SPQR, 753..40BC), Peak: 300BCE, Region: Italy..Mediterranean;West Roman Empire (Imperium Romanum, 40BC..450AD), Peak: 10AD, Region: Mediterranean..Middle East;East Imperial Rome (?200AD..330AD), Peak: -AD, Region: Mediterranean..Middle East;Basileia Toh Rhomaion (Thematic: Byzantine) (330BC..1453AD), Peak: 900AD, Region: Mediterranean..Middle East; 3D 2D Animation Map/Campaign Help! Huge culture/civilization conflict here: Rhomaion are both Greek and Roman ...
  23. Hephaestion looks around and wonders if he is dreaming or seeing a chart in 0AD. We could somehow generate those objects in a generator (like your webpage for Hannibal) and copy it over. Not ideal, but better than by hand. Do you need to pop up a panel/page too? PostPage I think is the command. In comparison to SwitchPage which changes the major page. (I hope that's right but I'm not sure anymore. Anyway, I think you already pretty awesomely solved it.)
  24. Okay, The Japanese civilization should be settled for our purposes: We now feature at max 6 factions for the Japanese civilization over the course of time. Some of those might not even need completely new art assets and can reuse the prior dynasty's assets. Very special buildings and units of other - either left out completely or not bold written dynasties/periods - may still be included if worth it. (very low number of assets)
  25. Awesome. indeed i see now. Anyone knows why we have house_b and house_b2 and house_c and house_c2 ? When I imported those, then all were equal. We should not have those 2 variants if they are no variants (and I don't see any difference. Perhaps I'm blind.). COLLADA .dae is XML and hence is being versioned by Git. Thus smaller 'improvements'/changes should be exported into the same .dae which was imported before improving it. No offense, I just wondered about what those are good for. Surely I'm just missing the point.
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