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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Gallic Highlands. Attempting to make a nice open Temperate map with some heights you can claim, using the newer tree assets and DE's new terrain textures.
  2. The cliff texture there isn't doing it for me either. Compare:
  3. Excellent. I have already made a poison maiden archer poison units, while structures are unaffected.
  4. To use something automated like this should come with some kind of penalty methinks. Perhaps 10-20% skimmed off the top and then a further tech to reduce or eliminate the penalty.
  5. No problem! I could make a new actor using the wall model plus a loud neon color so the obstruction object is very obvious in Atlas what it is. Right now the map maker might forget what it is since it has the skin of a standard stone wall.
  6. Honestly, I would do whatever makes sense to you, but my way gets rid of a lot of files. You could split it up into a template_ file, and then make the entity file have just the footprint and actor and obstruction size.
  7. Delenda Est has these placement obstructors, whose code may be useful to you. <?xml version="1.0" encoding="utf-8"?> <Entity> <AIProxy/> <Footprint> <Square width="38.5" depth="7.0"/> <Height>9.0</Height> </Footprint> <Obstruction> <Active>true</Active> <BlockMovement>false</BlockMovement> <BlockPathfinding>false</BlockPathfinding> <BlockFoundation>true</BlockFoundation> <BlockConstruction>true</BlockConstruction> <DeleteUponConstruction>false</DeleteUponConstruction> <DisableBlockMovement>false</DisableBlockMovement> <DisableBlockPathfinding>false</DisableBlockPathfinding> <Static width="37.0" depth="6.0"/> </Obstruction> <Ownership/> <Position> <Altitude>0</Altitude> <Anchor>upright</Anchor> <Floating>false</Floating> <FloatDepth>0.0</FloatDepth> <TurnRate>6.0</TurnRate> </Position> <Selectable> <Overlay> <Outline> <LineTexture>outline_border.png</LineTexture> <LineTextureMask>outline_border_mask.png</LineTextureMask> <LineThickness>0.4</LineThickness> </Outline> </Overlay> </Selectable> <Visibility> <RetainInFog>true</RetainInFog> <AlwaysVisible>false</AlwaysVisible> <Corpse>false</Corpse> <Preview>false</Preview> </Visibility> <VisualActor> <Actor>structures/hellenes/wall_long.xml</Actor> <SilhouetteDisplay>false</SilhouetteDisplay> <SilhouetteOccluder>false</SilhouetteOccluder> <VisibleInAtlasOnly>true</VisibleInAtlasOnly> </VisualActor> </Entity>
  8. As long as it's not taken out of the engine, you will see splash damage in DE.
  9. For rammed earth, less "ruined" examples would be best, as they will be depicted in game as newly constructed and finished. A lot of the examples shown so far look quite weathered. Would the walls of, say, the imperial capital have had a rough look to them or would they have had a "finishing" of some kind? Would they still have that sandy color?
  10. Right. Chucking a huge list of buildings (specific names and generic names too!) into a block of text is tedious to read. Much better to just have a couple of rows of portraits and you can hover over the portraits for their tooltips.
  11. Builds should just show all of the building icons. Having a giant list there in paragraph form is goofy. lol
  12. Confirmed. I went to go make something awesome and incredible, but instead was thwarted by this dastardly Fatal Error. (And if you read the error, it doesn't make much sense)
  13. Reskinned and enlarged the Chinese skirmish map Chang Jiang.
  14. @Nescio These aren't primary sources, but they are modern interpretations of the ancient Han architecture. How do you think they look? Perhaps the colors are better.
  15. https://www.amazon.com/Mingqi-Pottery-Buildings-Dynasty-China/dp/1845197798
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