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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Yes, this is correct. Adding terrain or flora effects to unit movement would have to be targeted and obvious, less kitchen sink and more focus.
  2. When I play it, half the time the grove disappears off screen, and even when I do see it, I know it's a game and not real life, so it doesn't really bother me. But having some "destruction" animations for them would be really cool... random trees falling over as the grove is depleted.
  3. Hell, have a chat bot specifically for this that will randomly reply to these shadow muted people, further perpetuating the illusion. lol
  4. Check out Delenda Est's forest groves for an example of this. I personally think adding such auras to so many individual little trees and shrubs would be prohibitive, but using "groves" as I do in Delenda Est could work. I currently use the farm field mesh, with all of its prop points, for this purpose, but there's nothing preventing you from making custom grove meshes, big or small.
  5. @Sundiata, when can we get your awesome new "African" huts and stuff? With Lordgood's baobabs, I'm really looking forward to punching up the savanna maps!
  6. Also, I will mention that @Enrique used auto-smooth for the canopy faces on his oaks and other "newer" trees. The benefit of this is that those faces don't immediately darken when the sun is rotated in a different direction than standard. He applied this smoothing to the wheat models as well, which helped make their self-shadowing look nicer too and didn't make them blah out when rotated. This also gave a nice pseudo-transparency effect. See the trees in Britannic Road. Awesome baobabs, btw. Should look awesome on the African savanna maps!
  7. I am quite sure you will vehemently disagree, but I figured it could be said anyway. I think doubling the faces and inverting the normals should be unnecessary. This isn't a FPS, so you really don't need the tree to look good at every possible angle (especially from not below the canopy). You're doubling the triangles and doubling the transparent faces to render. (If you also worry about reflections in water, the water renderer already renders the back face for you, {though something needs done to add a darkness/shadow to this rendering, the reflection is too bright, but that's an aside}).
  8. Random angles look messy. The 45 degree angles of, say, the carobs, give ther best illusion of fullness, while angling the planes directly at the standard camera view.
  9. The planes should mostly be at a 45 degree-ish angle.
  10. I think it should be functionally just like the Einherjar unit in Age of Mythology. It blows its horn and all friendly units within X range gain a bonus attack in their next strike. This horn blast ability has to recharge between uses. http://aom.heavengames.com/gameinfo/units/norse/einherjar.htm It could be a boost for friendly units or a penalty for enemy units (fear).
  11. I think it should be gaul_assembly, not gaul_theatron.
  12. I have not found 0 A.D. to ignore my NVIDIA settings, but I haven't done much testing on that.
  13. Gamers should know where their graphics card app is. Whatever brand you have, the app should be pretty straightforward.
  14. You can turn on AA and AF for the game via your graphics card console, yeah?
  15. No, I'm sure that is a cloud actor. I have been attempting to make them wander with a template (like a hawk does), with no success yet.
  16. Even twice as tall as current trees shouldn't bury the camera. Don't players tend to play zoomed out max anyway?
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