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Posts posted by wowgetoffyourcellphone
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On 06/10/2024 at 2:47 PM, Grautvornix said:
Sure, but first, this is in DE and we should also have it in Vanilla ( I believe),
I snuck it into Vanilla already many months ago, but only for skirmish maps and players still can't build farm fields in neutral territory to make the feature fully fleshed out. Best I can do on some skirmish maps is place gaia fields that you can gather from once you capture the Farmstead. I don't see much downside to just enabling building fields in neutral territory in the base game. Someone might exploit it somehow*, but we can always just catch things like that and plug the holes.
*Perhaps place a Field foundation in FoW and when it gets destroyed you know an enemy is there. I don't think that would give much intel though, because it could just as easily be a single scout cav, so the intel could be dubious or misleading at best. So, this edge case isn't worth denying a feature for.
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1 hour ago, trompetin17 said:
Ok im going to create a vertical scrollable container, that clip the content. I need this feature for my atlas in game.
There might be a patch for this already, created eons ago, that could be useful. Or you may want to just start a new patch from scratch since whatever patch you find will probably need heavy rebasement.
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On 07/10/2024 at 12:31 AM, Lion.Kanzen said:
This game caught my attention.
At first it seemed limited, but the expansions have made it stand out.
This looks absolutely gorgeous.
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2 hours ago, trompetin17 said:
Scrollable containers?
Yeah, basically we can currently only have scrollbars for things with plain text, but not with interactive objects, etc.
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We reeeeeeally need scrollable elements like this. Needed it for a long time.
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1 hour ago, real_tabasco_sauce said:
@Itms, I'm not sure if this is something you can change, but the top left button (WFG logo), seems to link to my personal dashboard.
I think it would be nice if this linked to either https://gitea.wildfiregames.com/0ad/0ad or https://gitea.wildfiregames.com/0ad
Agreed
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1 hour ago, Emacz said:
https://filetransfer.io/data-package/lQEGOMIj#link
newest link to the current patch. Im still trying to balance and tweak. Would really appreicate if others give it a try. Eventually i want to move on to other civs!
Do you have a list of changes?
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15 minutes ago, Grautvornix said:
@wowgetoffyourcellphone: not so sure the player base would revolt if that feature was not totally banned. Should we instead consider incentivising the distance to the next own CC? (or ideally create different levels of farming effectivity depending on the soil type, my little dream, just cannot do that)
DE's farmland feature is the easiest way to do it, as it requires no new component code except maybe some QoL stuff.
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I hate it because I'd rather farming be something out away from the center of town. Obviously, it's more efficient to farm around the CC for various reasons as the current game design stands, but to me it looks so unnatural. I'd like to change that, but I'm sure the current player base would revolt.
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9 hours ago, Trinketos said:
Also the engine makes it look that good
7 hours ago, Stan` said:They probably use PBR which makes lights look better.
Well, I also believe for sure that even if these assets were put into Atlas, they'd look good.
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A really nice close-up look at the Greek buildings (Mythic Age textures).
What I notice right away is that they don't bother trying to "infer" detail in the diffuse textures. If a detail is smaller than a texel, then they don't add additional noise by trying to infer it. They don't try to "bake in" extraneous details and shadows. They also let the normal maps do a ton of heavy lifting. Those things combined with really good AO makes everything pop. The lack of "noise" in the finished products makes everything look new and fresh and professional.
Honestly, a lot of 0 A.D.'s legacy assets (specifically textures) fail at this. I wish we had more manpower to comprehensively review all of our textures, identify the problematic ones, and update them.
And now Atlanteans.
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Good job @nifa. You now have 2 great art assets that'll go into next release.
Looks great^ So much better than the old statue.
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22 minutes ago, Gurken Khan said:
I think placement in this case was fine. It's just that that chicken was strolling in 'n out that corner of the CC.
I've noticed things like this too, like builders walking through a house after building it. I think if an object is spawned within an obstruction, it then ignores that obstruction for the duration or until it can exit again. It's an odd bug that's kind of an outlier.
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On 11/01/2024 at 2:58 PM, nifa said:
FIXED by inverting the green channel again (like with the Colossus statue)!
In its current state, it's already perfect for DE. I can scale it in Blender how I wish.
One last request. Would you be willing to create a "modesty" prop for the EA version, like you did for the Colossus? Just re-using the cape texture, etc.
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I think chicken placement needs adjustment due to Civil Centers being non-standard footprint sizes. Especially on older maps.
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On 01/02/2024 at 12:14 PM, nifa said:
So I was some time afk, but I'm back on it now. It seems the visible edges that were bugging me are seams that were baked into the normal map. I tried around a lot and read all I could find about it but the way to go is to reduce the seams. So now I have a new UV layout and unwrapped the body with almost no seams. The negative side is that I have some stretching now. Also I added some geometry in the belly area, it's smoother in an area which is seen a lot by the player.
like this? If the colours are good I will continue with texture painting some details, eyes, mouth, sandals etc. Don't mind the offset of the quivers, it was made just for clean baking
The fact it doesn't crash is because I don't use the AO ingame. I just bake it together with the colours on the diffuse. So I feed the AO that I baked into the nodes of the materials in blender. That's how I understood the instructions. I could also add a AO map in the actor if that's better.
also let me know what you think of the uv layout now:) @Stan` @wowgetoffyourcellphone
Normal map baking stays a problem though, even when baking with a cage. Only solution I see is editing by hand afterwards, similar how this dude did it:
How is this going? I remembered that this was very promising! I'd like to use this to replace the Apollo statue in the Seleucid wonder (for the main game), and then a slightly bigger scale version for DE's Seleucid Cult Statue.
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On 23/07/2024 at 4:40 AM, BeTe said:
No one even playing it? Don't you test it by playing against real players?
On 23/07/2024 at 8:59 AM, wowgetoffyourcellphone said:Nope!
DE currently causes a hard crash when units build siege engines. This is a known bug in the game's code, but I don't know when that'll be fixed.
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Someone's design for a Thracian civ concept. Nicely done.
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36 minutes ago, real_tabasco_sauce said:
Should it be the default settings?
As far as I know, every time we make a loading tip image or make a unit portrait, all the graphics are cranked up for the screenshot. Also, try to use only the best assets.
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Pharaoh Total War
in Introductions & Off-Topic Discussion
Posted
The UI, the aesthetics, everything looks incredible. I love the leader (hero) selection graphics, Hell, all the graphics. Everything looks very very well put together. Color grading. Graphical cohesion. This is a benchmark for UI and in-game aesthetics moving forward.