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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Hmm. Is the height map a separate entity from the pathfinding grid? If so, it could raise the pathing grid off of the terrain grid (so we don't have to worry about weird terrain morphine effects).
  2. Finally made a quick video to show the weird flipping the snapping feature does to buildings. I noticed too that this is visible in the original posted GIF by @vladislavbelov. The feature is about 90% perfect.
  3. If you look at a bare chested unit, you'd see the body texture as it is now is stretched. Droopy boobies on the dudes for example, and there will be a lot of dude boobies in this mod.
  4. I was also wondering if we want to make some new "base" nude body textures baked from the new meshes.
  5. Yeah, mine are just basically kitbashes from existing textures.
  6. Would you guys be willing to make helmets and textures, @wackyserious and @Alexandermb?
  7. Still working on it! Themistokles and Leonidas will have weapon switching ability, just like in the films:
  8. It's true that "civ" or "civilization" (Greeks) is a broader term than faction (Athenians). But we tend to use them interchangeably here.
  9. Part of the problem with "fancier" selection shapes is that you tend to have to use a larger footprint size for the fancy texture to stand out and be seen. Now, in other games this isn't a problem, but with 0ad footprint does double duty as the entity's combat hitbox. I found this out when I did my tests for a super fancy selection ring for the temple, to show its faith healing range. Every projectile that fell within the radius of that footprint registered as a hit on the temple. I had to remove the awesome fancy footprint texture as a consequence.
  10. Reduce the file down from stereo (dual channel) to mono (1 channel). That way the game's engine can place the file in 3D space.
  11. Thank you for this suggestion. I think I will adopt this scheme for DE.
  12. That's pretty close. The only difference I see is that my example has some intentional dithering/noise in the background glow, while yours is a smooth gradient. In step 4 you'll see the noise slider is set to 30% on the orange glow. It makes the background have a bit of grain to it and looks a bit less photoshoppy than a 100% smooth gradient.
  13. GitHub repository (SVN compatible only; Alpha 24): https://github.com/JustusAvramenko/300
  14. I've recently mused about asking for reflection maps for the engine or some kind of reflection material. I think though they wouldn't be much use except for elephant armor as you indicated. It would be nice to have for mods for certain. More code to maintain though.
  15. I can show you what I'm doing for DE, just for reference. It can certainly be improved.
  16. I honestly think that is a great improvement in scale. I've always felt the game's war elephants to look kind of underwhelming in size. Can you center the tower prop point a little more on the elephant's back? Right now it looks like it's sliding backward.
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