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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Yeah, many of the models are fine. Redoing the UV map with new textures, but keeping much of the old model work, could work nicely.
  2. I'm curious about the economic bonus applied to the pyramids. What's the historical justification here? Or even what's the non-historical justification?
  3. I think that's what they're shooting for, but I think the style misses the mark. With every icon using the same 2 colors (black and yellow), any "clarity" achieved with the simplified shapes is made moot by the new lack of distinction. Players need icons and buttons to be distinct at a glance. AOEIV's and other games icons don't have this.
  4. I think he wants to remake the building models. If so, then this would be the perfect time to make new textures.
  5. Aww, I thought being able to upgrade Barracks and Stables to Royal Barracks and Royal Stables was pretty unique.
  6. Check out my "Every civ is my Favorite civ" thread for some Mace ideas. You like them?
  7. I agree. I hate the super generic pixel art-ish style of modern game icons.
  8. ¡Eres bienvenido! ¿Quieres que haga texturas normales y texturas especulares? lol *Google Translate
  9. Tried it. Neat. WARNING: Failed to draw cursor 'action-attack-noprojectile'
  10. I have a Scouting mod, which includes Cav Scouts sitting in limbo on mod.io. @Itms
  11. @Lopess @Duileoga Been trying out the mod some more. Some great stuff here. Hope you don't mind my thoughts and suggestions! Textures Since the gray "stone wall" texture is used so often (on nearly every building), it would be worthwhile to create a larger section in the texture sheet (or a whole new texture sheet) with various sizes and resolutions, so that you don't have to keep stretching and compressing the texture in the UV mapping. This will help with "texel" size. This is the most obvious with the City Walls, which uses the same texture, but with UV mapping attempts to make 3 distinct sections of different size. In the end, it just looks stretched. Same goes for the hay roof texture. This texture needs the most improvement. Probably replace. Same goes for the stone texture use for such buildings as the Wonder and the Temple. Textures already in-game that you could use \textures\skins\gaia\ slab_medit.png stone_aegean_01.png stone_india_01_norm.png stone_india_01_spec.png stone_scandiv_template.png stone_scandiv_template_norm.png stone_scandiv_template_spec.png temp_stone.png stone_scandiv_template_norm.png stone_scandiv_template_spec.png temp_stone_b.png stone_scandiv_template_norm.png stone_scandiv_template_spec.png I thought the look of the floor tile texture could be improved. Either UV mapped to be smaller (thus increasing its apparent resolution) or just replaced with a higher resolution texture. A lot of the unit textures don't have player color enabled. This is important. The roof tile texture for the Sauna is too low resolution. Again, this is all about trying to make every texture look the same resolution in the final product (texel size). Buildings I suggest to remove the wall from the Farmstead. Just have the 3 round huts, plus Farmstead props and the farmstead decal all the other civs use. It'll look nice. Castro I think this can be a Wooden Fortress (400 Wood), but available 1 phase earlier, in Town Phase. It can then be upgraded to a Stone Fortress (+300 Stone) in City Phase. The Mercenary Dock, aka Punic Port Model needs fixed for some reason, it looks very weird in-game. The model is a bit overly complex. Could be toned down a bit with so many structures. Archery Range Could use one. lol That's all. Houses Could use smaller dirt decals. Stable Could maybe follow the "horse butts" convention. Walls Maybe both Iberians and Lusitanians could get free walls? Need to animate that Wooden Gate. Wonder Perhaps more like a sanctuary rather than building a "mountain"? Same for the Temple. Attached is a texture sheet sample idea, sourced from legit sources (cc0 or from the game):
  12. Age of Empires IV: Delenda Est I'm currently reinstalling BfMEII to get my battalion combat fix.
  13. My frustration comes from the exaggerated affect applied to the map in Atlas. This happened when the number of height units was increased some years ago and was never fixed. As a result, you have to use a very small range within the grayscale image.
  14. https://github.com/JustusAvramenko/delenda_est/commit/f0a6a3fb9025b4ece7db7c24a292bc8906a9cae7
  15. Shows gulls circling fish @Stan` I like the Scout/herding mechanic. I like the giant stone mines. The gold mines look awful. The minimap has icons. Nice. Lotttts of grass sprites everywhere. Probably a graphics option. Wish pyrogenesis could do that. Instancing? The trees look dreadful. WTF? Line of Sight reveal is super clunky. I much prefer 0 A.D.'s smooth FOW. Tooltips are comically ginormous.
  16. How does an Open Source game such as 0 A.D. look better? lmao Torches = Grenades now. How is that more "realistic" than hacking it down with a sword or spear? I like the look of the farms though.
  17. I've added additional population cap options for A25b, which will come out in a number of weeks. Technically, the "Unlimited" option in the game isn't really unlimited. It's actually 10000, but since 10000 units per player would nuke your motherboard, it was called Unlimited.
  18. https://www.zocalopublicsquare.org/2021/09/09/roman-emperor-hadrian-unwinnable-war/
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