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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Also the head shapes could use improvement (1 dome or 2). I agree having male and female elephant templates for each elephant species would be nice. We can implement that easily. If we eventually get realistic herding behavior for herd animals it would be neat to have individuals of varying age/size (deer, wildebeests, gazelles, giraffes, elephants, etc.).
  2. The morphology of the elephant models themselves can definitely be improved for accuracy.
  3. I know this may be controversial, but I think the current SpecificName scheme adds a minor amount of confusion, or at least a better scheme may add some more clarity where currently there is little. So, for example: <GenericName>Gallic Champion</GenericName> <SpecificName>Soliduros</SpecificName> This is actually a Swordsman, along with whatever that means to the game, but you don't know that from the name of the unit. What I would suggest is something like this: <GenericName>Champion Swordsman</GenericName> <SpecificName>Gallic Champion</SpecificName> <EthnicName>Soliduros</EthnicName> In the UI, it would show: Gallic Champion (Champion Swordsman) Likewise: Spartiate Hoplite (Champion Spearman) This now gives you a much better idea what "kind" of unit it is. The <EthnicName> "Spartiátēs" and "Soldurios" would show up elsewhere, likely in the Information viewer. Extended, we could give the player the option of what they want to see in the UI and tooltips.
  4. 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).
  5. 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.
  6. 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.
  7. I was also wondering if we want to make some new "base" nude body textures baked from the new meshes.
  8. Yeah, mine are just basically kitbashes from existing textures.
  9. Would you guys be willing to make helmets and textures, @wackyserious and @Alexandermb?
  10. Still working on it! Themistokles and Leonidas will have weapon switching ability, just like in the films:
  11. It's true that "civ" or "civilization" (Greeks) is a broader term than faction (Athenians). But we tend to use them interchangeably here.
  12. 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.
  13. 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.
  14. Thank you for this suggestion. I think I will adopt this scheme for DE.
  15. 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.
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