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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Luckily, Roman heroes in Delenda Est use @Alexandermb's awesome Attic helmets. The old "Imperial Attic" helmet models were very out of date.
  2. Hey looking great so far! The plants look good. Don't listen to Carltonus. Wonders should be the most eyecandied objects in the game. I don't think this one is overkill. I would use a different statue on the side, instead of reusing the Roman ones. I think the game needs a lot more statuary in general.
  3. The default action is slaughter so instead of capturing the sheep the unit will just kill it instead. At least, that's what happened when I first tried to make it work many moons ago. Perhaps changes since then have made it possible. Yeah this is essentially the Age of Empires way. It has the benefit of being simple. The sound should be simple though, a cowbell strike or something.
  4. It is now possible, I just haven't yet. We need to be able to capture gaia animals though for the complete experience.
  5. Oh, young people. Not old people like me. *runs and cries*
  6. Oh, I see. Odd. So the 2 significant digits are currently hard-coded for sliders.
  7. I don't understand. The materials slider outputs round values right?
  8. Still a bigger sample size than 2 guys arguing on the Internet.
  9. A max number slider could be cool. I wish they would sink or something instead of just blinking out of existence though.
  10. Some template changes after A24 released makes the templates not appear, so you wouldn't be able to see your shader changes on buildings and units and such. I'll just let you know when the terrains repo is up.
  11. Okay, so DE is currently incompatible with SVN (I am currently working on bundling the mod for A24), but this won't be a problem for you if you are willing to revert your local copy to r24938 (this shouldn't affect your shader work as far as I know). If you do that, then you can clone the mod from here: https://github.com/JustusAvramenko/delenda_est
  12. Until the git repo is up and running I can provide you with screenshots or videos of anything you need for your critique or adjustment. Are you using the SVN version of the game or Alpha 24? You may be able to download and run my gameplay mod "Delenda Est" which includes all the new terrains I have created so far.
  13. RE: Corral My ideas about capturing sheep/goats/cattle and garrisoning them into corrals for food trickle could add another dimension to early game.
  14. The DE git repo is 100% compatible with Alpha 24 release. I have not done anything for A25 compatibility yet. I am just wanting to finish up the hero work before bundling it for mod.io.
  15. I'll do what I can with the source files I'm working with. They are very high quality files found here: https://cc0textures.com/ https://texturehaven.com/ With this terrain update we're committed to using high quality CC0 or CC-BY-SA sources. We are lucky that in this day and age we have access to these sources. Currently the game has many many terrains, spanning over the course of a decade and a half, all of different quality and from uncertain provenance. Can't really fault some of the original artists as 10+ years ago high quality material was difficult or impossible to find, and also the rendering engine was much more primitive, so a simple 512x512 diffuse texture was all that was deemed necessary. As the process continues I am committed to working with you and whoever else wants to work on rendering the game world better. To facilitate that cooperation, I want to get a terrains git repo up and running in the soonish timeframe. I'll work with @Stan` on that.
  16. Nice1 Another thing I noticed was that woodcutters tend to stick to the exact same species or type of tree. For instance if they are tasked to chop a bush, they will stick to bushes instead of going then next to the nearest tree. Anyone else see this too?
  17. Oh, I completely agree that many of the brighter terrains are completely blown out. That's part of the fix for the terrains I'm working on, in addition to bringing normal/bump maps to all terrains and increasing resolution and overall quality. Terrains are, IMHO, the most important thing to get right visually, as they take up a huge percentage of screen space. Here is Acropolis Bay with some of the new terrains (high res image):
  18. Sorry, I am currently in the middle of revamping all of the terrains, so the cases you are trying to fix with your shader aren't present in my current terrain set (for instance, those white tiles on Acropolis Bay no longer exist for me). The new terrains do include specular maps, but they are much more subtle than the old ones, so likely require less adjustment than what you are coding for. Perhaps I can port my terrain work over to a new separate github repo sooner rather than later so you can take a look at them in-game. I'm just in the middle of trying to get my main mod ready for publishing while fighting off an illness.
  19. Took a look at them. Sadly they aren't compatible. I mean, as an experiment they're a fine start, but they currently are not nearly as good as the sources I'm using.
  20. Is there somewhere where I can edit aggressive to 90% vision range?
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