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Posts posted by wowgetoffyourcellphone
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3 hours ago, Wijitmaker said:
Compare the textures of 0 A.D. with those of Age of Mythology - even our old textures were quite a bit higher quality.
Indeed, the max texture size in originally-released Age of Mythology was 256x256 for EVERYTHING. Terrain textures? 256. "Cinematic" textures? 256. Extended Edition might have increased the maximum size, but back in 2003? Yeah, 256. lol
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3 hours ago, stanislas69 said:
Ah good to know. Usually textures atlases are used for performance reasons
Just loading times, right? Once they're loaded into memory there's no problem for modern rigs?
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6 hours ago, Lion.Kanzen said:
A good Wonder for a Palmyrenes faction.
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5 minutes ago, (-_-) said:
My very first random map was supposed to do something related to African mini factions. Most specifically, the Kalahari and the numerous tribes of people inhabiting the area. It was an attempt at allowing players to interact with these NPC tribes in various forms. (Diplomacy of some sort IIRC). Unfortunately, there wasn't much to work with. Closest being the Kushite art which does not resemble these buildings at all. If these models were present back then, that map might be feasible.
But as mentioned before, it just wasn't feasible back then and the map was scrapped in favor of something Kushite related which ended up being fields of meroe. A far cry from the original design but I did put some Kushite NPC just to achieve at least a part of the original map idea.
The red desert would have been a nice addition to a collection of mostly identical maps.
How about a random map like this? In DE I call it "Nubian Frontier".
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It would be neat to unlock Thureophoroi and Phalangites for the Spartans with a Hellenistic Reforms tech, which is what I partly do in DE. But a part of me just wants to keep them Classically-centered. What to do.... what to do...
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Just now, stanislas69 said:
Yeah that's true... Maybe @vladislavbelov might have insight on whether using texture atlases but having numerous models is better or worse.
I couldn't find a thread discussing this. Maybe @Wijitmaker can enlighten us
At one point, all unit portraits used texture atlases and then were given an ID number that would pick the right section of the atlas texture. Though, that seems like yet another complication to now add something like that again. But maybe there are benefits that would outweigh.
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6 hours ago, Sundiata said:
They should choose specific civs and try to use some actual references for them...
Yeah, that was weird. WEST, EAST, and TIMURIDS. lol
QuoteTerrain textures are exquisite... Flora and most of the other map assets like rocks are exquisite (those random structures in neutral territory are strange and distracting though). The geometry in those hills is really nice. Timurid faction is indeed very visually appealing, and an excellent choice for civ. Very powerful, but hardly known, which gives them a nice exotic feeling without feeling tacky.
I wonder if they're using Unreal or some other widely available engine.
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3 minutes ago, stanislas69 said:
Do you need help for packaging again ?
I could help if you give me a zip
The problem is I'm not sure if many of my new changes would be compatible with A23. I guess finding that out would require less lazinessssss on my end. For instance, the new trees by LordGood and the afore-screenshotted stone quarries and cliffs would have to be bundled with DE.
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Just now, stanislas69 said:
Were we to reduce texture size, original pngs should be put in the art repository.
Oh absolutely. Save everything. You never know what could be useful in the future.
1 minute ago, stanislas69 said:Yes. This is called texel density and it should be added to the Art Design document. Each type of objects should have a texture size depending on its size.
Thank you! I figured there would be a name for the concept I was clumsily describing.
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13 minutes ago, wowgetoffyourcellphone said:
Whenever it does get updated though it's going to be so much better. Luckily those with the dev version of the game can play updated DE now from Github:
If you play the Git DE, you get to preview a lot of cool stuff that official dev version hasn't yet implemented. I like to take all the new stuff added to the game and immediately play with it and iterate and try to get as much out of it as I can to showcase all the hard work of these guys as best as possible. Plus, perhaps my experimentation can be added to the core game or at least inform the team members on how the cool features and assets they've put in their game can be used, and then they decide.
You can try out stone quarries right now on the Saharan Oases 2 and 4 skirmish maps.
You can also gather food, berry-style, from these gorgeous fruiting Date Palms by @LordGood:
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Hey thanks. I should probably update it.................

Whenever it does get updated though it's going to be so much better. Luckily those with the dev version of the game can play updated DE now from Github:
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42 minutes ago, stanislas69 said:
Yeah like the current one from the gauls. You can put everything you want in it
The goal is just to reduce the number of loaded textures.
Won't using 1 giant texture necessitate a model for each texture, since the UV would need to change? So, what you'd be doing is trading many textures for many shield models. Cost-benefit analysis for this? And would this make modding more difficult?
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On 12/31/2018 at 7:54 AM, Genava55 said:
As an aside, I think it would be super sweet if Iberian houses would "snap" to walls when being placed and look like this. Standalone houses would look like they do now, but if you "snap" them to walls they'd line up into row houses. Ima dreamer.
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It's probably good for someone to go through and standardize the texture sizes. 512x512 for a unit texture, for example, would be excessive. And then comparatively, it wouldn't make sense for a boar texture to be larger than a unit texture. No need for helmet textures at 512 if an entire unit is 256. Got to look at comparably sized items in the game world. A small vase should be 128. Etc. Judgments need made, but it would be good if artists made those judgments before they committed them.
It's been better lately, but I am sure some stuff has fallen through the cracks.
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Someone asked me recently how I manage to make the game look so good in my screenshots. One of the major reasons is I refuse to use half of the assets in the game. If I think some tree models are ugly, I don't use them. If I don't think some terrains are up to snuff, I don't use them. I don't care about visual variety, I care about visual coherence. Just a thought.
It's one of the reasons I am so excited about @LordGood new assets here. They're a much-needed update! I'd like to see some of the older/uglier gaia assets updated, definitely! If you would update some of the existing trees , bushes, and rocks that maps already use, then you can automatically make maps look better without touching a single line of map code.
Some older stuff that can use updates:
flora_tree_tamarix
flora_tree_fig
flora_tree_olive
flora_tree_aleppo_pine (I like the funky and distinct trunk shapes, shame about the texture/canopy geometry)
flora_tree_pine (a mix of "generic" pine trees)
props/flora/bush (dire geometry)
props/flora/bush_desert_dry_a (I use this one a lot on my maps, specifically desert and snow maps, but the geometry of the mesh leaves a weird "hole" in the middle)
a lot of the "bush" actors in general. Only the small ones are good as-is (like props/flora/bush_medit_sm and _dry, I use those a lot)
A lot of the decorative "stone" actors too. I use geology/stone_{biome}_med a looooot for general spiciness. I hardly ever use the larger stone actors because most of them just don't look any good, lol.
If some of these can just be updated, then boom, a lot of the maps that use them automatically look a ton better. Same goes for the existing terrain textures.
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4 hours ago, Sturm said:
Obviously, I find much value in the past work of the community, but I disagree that all work dedicated to the game should remain "ad eternum" on the vanilla version. It seems to me not only desirable but something to be expected in the context of collaborative work. We could have a repository of maps to be downloaded, but the vanilla version of the game should be curated, refining the maps with each new version.
I am very much in favor of streamlining the maps in the game. There are currently 90 random maps in the game, of extremely varying quality. Many of them don't really follow any kind of theme, some are generic, some are specific, some are "novelty" maps. I'd rather a game have 10 supremely high quality random maps, than 90 random maps that are "all over the map" in quality and theme, lol. That's not to say that the game should only have 10, but 10 amazing maps would be better than 1000 mediocre maps.
Ideally, each map should represent the game at its best. New players booting up a map that looks and plays bad would not bode well for the rest of the map set as far as setting expectations. Part of the problem is that the maps can only (understandably) use the assets that the game provides and the assets themselves vary in quality too. It would be great to go back and either (preferably) update or (unfortunately) eliminate some older legacy assets which are just not up to snuff, then adjust the map scripts accordingly. Some kind of overhaul is needed, definitely.
Discussion can be had about how to organize the maps too. Novelty maps, like Snowflake Searocks I think should be organized separately from maps which are highly focused on the game's themes like Jebel Barkal. Just to name a quibble.
Sorry, went on a tangent. Hopefully I didn't annoy anybody like @elexis
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I like some of the UI elements, like the gold icons.
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These are going to look super nice. So, are any of the old Celtic shield assets going to be retained?
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Thems cliffs are the hotness.
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On 3/28/2019 at 4:06 AM, coworotel said:
Hello,
Now it is possible, in skirmish maps, to choose "unassigned" for a player, and the player will just stand there doing nothing. Why not have an option to disable a player in skirmish maps, so they can be used more times? (For example, if I make a skirmish map for 8 players, they could just "disable" some players and make a 2v2 match etc.) In that case, any entity with that player number would not be generated. Is this a good idea?
This is a great idea, actually, so I don't have to make multiple versions of the same map with different numbers of players.
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3 hours ago, LordGood said:
It's a dual role unit, switchable templates would have them put their bows and quivers to use, but we don't have those yet.
While not ideal, DE makes this work with the 'Upgrade' feature. You can switch the Maiden Guard from Sword to Bow to Flaming Arrows and back.
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10 hours ago, Thorfinn the Shallow Minded said:
I understand your logic, but there are few Republican Roman examples I can think of that played a prominent militaristic role, especially during the Punic Wars, which is what I think is the general timeframe 0 A.D. is attempting to model. Compared to Scipio Africanus or Fabius Maximus, it's hard to match with anyone else. Carthage also was renowned for its navy, even more so than Rome, and they have no admiral representing them.
I've been rolling around in my head simply removing named heroes from skirmish mode entirely (but keeping them for scenarios, campaigns, and Herocide of course) and splitting off their uses to other units, such as Officers, Bannermen, etc. I could foresee an option to "upgrade" one of your Officer units to a General (or some other culturally specific designation), which is now your civ's "Leader" with extra bonuses and benefits. For certain Naval-centric civs, perhaps one of your Triremes could be upgraded to Flagship, with aura and other bonuses, or one of your Officers upgraded to Admiral.
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===[COMMITTED]=== Celtic Shields
in Completed Art Tasks
Posted · Edited by wowgetoffyourcellphone
I wonder if this could be a final step before 1.0 release. Call it an optimization pass. For now, it seems better to leave everything in separate files. The current DL size of 0 A.D. is not onerous at all.