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wowgetoffyourcellphone

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  1. Mmm, getting there! Acropolis taking shape!
  2. I did nothing special, except use SpawnEntityonDeath, so it must've been subtly broke at that time. At the time I showed off the feature, nobody said, hey wait a minute that shouldn't work! Lol
  3. For AO, reducing from 2048 to 1024 doesn't introduce too many artifacts. Imagine how big the structure is on screen for 99% of a match. It'll probably take up not much more than 256^2 on a typical 1080p monitor at any given time, so a 1024 AO map is most likely adequate. For the trees, it might be cool to put a dummy object there when baking to simulate the presence of the average sized or smallest size cypress that goes there, but that step is up to you.
  4. This is actually an excellent idea for a Wonder. Much better than the destroyed Roman army camp.
  5. SpawnEntityOnDeath used to be able to spawn player-controllable entities. I made tests several years ago where chariots would spawn its rider when killed so that the rider could charge at the enemy and get a few strikes in before dying. Again, this worked fine... a few years ago. I'm not sure what changed.
  6. Absolutely awesome. Okay to add to main game? I'll probably turn the bush into a small tree. I'm thinking of shrinking one of the Aleppo pines for a custom tree prop there to represent the sacred olive tree.
  7. I really love this. Can you give it the white tile roof like the Athenian Wonder?
  8. Honestly, something simpler looks great as well. Without all of the props on the hill. The base surrounded by stelae.
  9. For Sarmatians, I'd say focus on the era when they had the most impact on their neighbors and/or were their most powerful. I know this can be vague, but I think a good reference point can be decided.
  10. I think a major thing the current Han in the game lack are proper headgear models, for the minister, heroes, etc. Also, as you indicate, some of the weapon models can be improved, and lastly a larger variety of accurate body textures could be employed.
  11. I'd say keep the entrance part, but remove the volcano. We've seen several artistic images of Kurgans, at least temporarily, having an entrance. For the stele, I think they should have a more regular pattern to their layout. For the rocks along the base, I think they look too chaotic right now. I agree there needs to be something to help the hill of the kurgan to blend with the existing terrain mesh and rocks are a good way to do it, it's just too chaotic looking right now. You are on the right track. I appreciate the attempt at some detail at the top, but in no reference or even artistic interpretation have I seen a pile of rocks at the top, though I am open to being wrong. You did a really good job UV mapping the grass on the hillside. Most of the other attempts from other artists have kinda failed at this detail. I appreciate the effort and would really like to see you keep iterating on this and making something nice. I'd also like it if you made a 2nd custom mesh for its foundation actor too, because as you've noted, it's quite a different construction from other buildings in the game.
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