-
Posts
10.812 -
Joined
-
Last visited
-
Days Won
529
Everything posted by wowgetoffyourcellphone
-
Creating The Bronze Age mod
wowgetoffyourcellphone replied to Sebastián Gómez's topic in Game Modification
One is the current model, and the other is the original Spartan civic center model. As it is a quite nicely done model, it'd be great if it was kept in the game. Probably best to rename the actor to civic_center_2 or something instead of civic_centre.- 118 replies
-
- bronze age
- mod
-
(and 1 more)
Tagged with:
-
Fixing the Art naming conventions.
wowgetoffyourcellphone replied to Stan`'s topic in Art Development
I have suggested previously that we should rebase the game to use Civic Center exclusively throughout, down to the AI and actors and templates, et al. -
===[COMMITTED]=== Animations
wowgetoffyourcellphone replied to Alexandermb's topic in Completed Art Tasks
swordsman/attack_melee_shield_a and swordsman/attack_melee_shield_b are identical as far as I can tell. Both are stabbing motions. I think _a needs to be a hacking motion like attack_melee_shieldsmall_a. -
===[COMMITTED]=== Aspis Remake
wowgetoffyourcellphone replied to Alexandermb's topic in Completed Art Tasks
Yeah. Old on the left, new on the right. You can see that the new ones are better artistically, but I would say a lot of the old ones are more "readable" than the newer ones. I think the new ones are largely an improvement, but I think many of them could be tweaked to be better from a gameplay camera viewpoint. Part of the problem I think is that the new ones are also 512x512 which get antialiased quite a bit when zoomed out and the details get lost. -
===[COMMITTED]=== Aspis Remake
wowgetoffyourcellphone replied to Alexandermb's topic in Completed Art Tasks
-
===[COMMITTED]=== Aspis Remake
wowgetoffyourcellphone replied to Alexandermb's topic in Completed Art Tasks
Any thoughts about the shield capes? They are a neat detail, but right now have no animations so look like stiff cardboard attacked to the bottom of the aspides. lol -
===[COMMITTED]=== Aspis Remake
wowgetoffyourcellphone replied to Alexandermb's topic in Completed Art Tasks
Any idea why they all need to be 512x512? Unit body textures are 256x256 (which is plenty). -
===[COMMITTED]=== Aspis Remake
wowgetoffyourcellphone replied to Alexandermb's topic in Completed Art Tasks
Yep. Just some of the patterns need to be bolder, and a lot of the noise/dirt needs removed. You have to be able to see the patterns at standard camera zoom. Right now, it feels like they were made for some kind of Unity-based RPG. Not hating, these are great work. Just offering some opinion for what it's worth. I want the game to look good just like you do. -
===[COMMITTED]=== Aspis Remake
wowgetoffyourcellphone replied to Alexandermb's topic in Completed Art Tasks
A major problem is all of the noise/dirt thrown all over everything. Whereas the old shields looked parade-ready, these look like dirt was smeared everywhere and to make it worse, the noise is almost always the same pattern. -
===[COMMITTED]=== Animations
wowgetoffyourcellphone replied to Alexandermb's topic in Completed Art Tasks
Also, shouldn't pikeman_base be base_pikeman? -
===[COMMITTED]=== Animations
wowgetoffyourcellphone replied to Alexandermb's topic in Completed Art Tasks
Some of the newer animations aren't as good as @Enrique's originals. The archer idle, for instance, the right arm is tucked in strangely. The hoplite attacks are now more cartoony. Hoplite idle, the spear is stuck into the ground at a weird angle. Things of that nature. -
===[COMMITTED]=== Aspis Remake
wowgetoffyourcellphone replied to Alexandermb's topic in Completed Art Tasks
I'll get you some after work. Lol -
===[COMMITTED]=== Aspis Remake
wowgetoffyourcellphone replied to Alexandermb's topic in Completed Art Tasks
Sorry to say, but the higher resolution shield textures are lost (blur out) due to mipping and anti aliasing. -
===[COMMITTED]=== Greaves
wowgetoffyourcellphone replied to Alexandermb's topic in Completed Art Tasks
Would it have been better for rendering if you just made a couple new unit meshes for the greaves, instead of adding eleventy billion draw calls to the screen with greave props? They look nice tho. -
Civ: Germans (Cimbri, Suebians, Goths)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
With the new phenotype system, I can add female versions of each of these units. Do you have any good references for what they've worn? -
Civ: Germans (Cimbri, Suebians, Goths)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
https://www.wikiwand.com/en/Berserker#/Úlfhéðnar_–_wolf_warriors That word looks to be Norse, yes? What about Wolfskrieger? -
If we had the map resize patch for Atlas, then it would be a lot easier to make different size versions of the skirmish maps indeed.
- 1 reply
-
- 2
-
-
Civ: Germans (Cimbri, Suebians, Goths)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Is the great hall in lieu of a fortress (would make sense)? Also need a Stable and Archery Range. The Battering Ram can come from the Great Hall or Blacksmith, so no need for a Workshop. I'm thinking the Civic Center can go sideways with the entrance on the long side (like the current Millennium AD Norse cc) and the Great Hall could long lengthwise with the entrance on the short end. -
Civ: Germans (Cimbri, Suebians, Goths)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Here's how the Suebian buildings currently look in the game, using assets from Millennium AD and elsewhere. -
-
===[COMMITTED]=== Animations
wowgetoffyourcellphone replied to Alexandermb's topic in Completed Art Tasks
You're a maniac. Love it. -
-
===[COMMITTED]=== Animations
wowgetoffyourcellphone replied to Alexandermb's topic in Completed Art Tasks
Indeed. The animations ready to go for potential future features. -
===[COMMITTED]=== Animations
wowgetoffyourcellphone replied to Alexandermb's topic in Completed Art Tasks
Reason I say this is that I, shocker, fixed the unit speeds in DE so that they don't zoom around the map.