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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. We reeeeeeally need scrollable elements like this. Needed it for a long time.
  2. DE's farmland feature is the easiest way to do it, as it requires no new component code except maybe some QoL stuff.
  3. 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.
  4. Well, I also believe for sure that even if these assets were put into Atlas, they'd look good.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. I think chicken placement needs adjustment due to Civil Centers being non-standard footprint sizes. Especially on older maps.
  10. 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.
  11. 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.
  12. Someone's design for a Thracian civ concept. Nicely done.
  13. 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.
  14. Hey @Genava55 @Ultimate Aurelian Suggestions for a better/more accurate SpecificName?
  15. I think just a "collapsed" version would be nice. The pieces can all be props so that they conform to terrain. Can make it a collectable ruin template (metal) too.
  16. The image is okay, but the texture has to be 512x512. So, the bottom (512 - 384) pixels of the image will be transparent.
  17. My slow descent into madness playing against @borg- or @ValihrAnt
  18. The actual tooltip images are a 512x384 image on a 512x512 texture. Reason it's a 512x512 texture and not 512x384 texture is for maximum graphics card compatibility (some newer cards are ok with odd-sized textures, but most older cards only want ^2 resolution textures). We went with 512x384 px images instead of perfectly square for aesthetic reasons. The rectangle shape just looks nicer to the human eye in this context, similar to the ratio of an old CRT TV or computer monitor.
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