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Posts posted by wowgetoffyourcellphone
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Yakhchāl (Persian: یخچال "ice pit"; yakh meaning "ice" and chāl meaning "pit") is an ancient type of evaporative cooler. Above ground, the structure had a domed shape, but had a subterranean storage space. It was often used to store ice, but sometimes was used to store food as well. The subterranean space coupled with the thick heat-resistant construction material insulated the storage space year round. These structures were mainly built and used in Persia. Many that were built hundreds of years ago remain standing.
https://www.wikiwand.com/en/Yakhchāl
I was thinking of adding the Yakhchal as a Persian special building in Delenda Est, since the Stable will no longer be a special building for them. Wondering if anyone would like to model it.
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5 hours ago, DarcReaver said:
Yes. The town bell in AoE 2 is in because the game's economy units are very important to keep alive. Villagers are slow moving and resource gathering is slow and it's hard to boom. Loosing a couple of villagers can be gg at any time.
In AoE I you have easier time to expand the economy, especially from bronze onwards because TCs are easy to build and wheel villagers work very fast. Also it's easy to redeploy villagers because of their speed.
Since it's much easier to boom in 0 AD (faster villager creation, villagers from houses etc.) and loosing vills does not matter that much I sort of question why the game has an easy mode defense mechanism.
I'd much rather the town bell be kept in for mods at least. In DE I got rid of the citizen-soldier concept and have dedicated economic units now, so the town bell is useful here.
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3 hours ago, Lion.Kanzen said:
Now its open, even myself is beta. but I haven't time to test, lol.
I want to try singleplayer guddarnit.
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Just now, stanislas69 said:
I don't know, any reason for only specific types to have those anims ?
At first I thought the slower cav should get the trot and the faster, lighter cav should get the half-run they use now.
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2 minutes ago, stanislas69 said:
That'd be great
I'll just add the trot to cav heroes and champion cav initially. Sound fine? Or would you rather see it added to all cav for now?
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19 minutes ago, stanislas69 said:
Yeah it's on my list, having an updated zip with premodifiied variants and actors I could just apply on svn would make it faster to get into public, because i guess you modified it somewhat for DE ?
No, I've just been playing the game with @Alexandermb's "horse trot" mod enabled. If you need me to integrate it for you, I can do that soonish.
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Yeah, the committed spears have too much smoothing on the blade portions. The specular gives a "rounded" or bulbous impression to the blades.
The Persians need a longer version of the apply-bottom spear for their Bactrian Lancer. About 50% longer.
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So, uh, the trots look good man.
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1 hour ago, stanislas69 said:
Why not just commit it so I don't have to add yet another file to my local repository?
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2 minutes ago, stanislas69 said:
Tell me which dae head mesh should be mirrored for that specific task (I could do it for every but I don't have the time) I'll do it and then bake the texture so that you can work on it
No, not mirrored. The existing head meshes are mirrored. We just need one that doesn't mirror the texture. I need to make you a texture first.
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10 hours ago, Sundiata said:
@wowgetoffyourcellphone I think we need another variation for the face painting: Herodotus wrote the often quoted line: "When they went into battle they painted half their bodies with gypsum and the other half with vermilion" Which has an eery resemblance to some designs still popular up until recent times among the Nuba:
This is not possible with the current UV maps of the head. It's the same problem with the unit meshes: The arms and legs are mirrored or reused, so there's no way to for example, make one arm be painted in white and the other arm painted orange. The face texture is mirrored so that there is no way to make the left half different from the right half. You'd need a new head mesh with a new UV map to do that. It wouldn't be hard to do for a modeler, in fact the game should have such a thing.
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9 hours ago, LordGood said:
Kinda disappointed Romans don't have bricks in their texpack could have opened a lot of cool opportunities.
Logically, all brickwork would be painted over with plaster or other such material, so the current texture pack is pretty good as far as that goes. Thouuuuuughhh, it would be cool to see raw brick during construction or destruction.
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Camels apparently stand like this:
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I would make the red feathers player color.
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Dem textures
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39 minutes ago, wackyserious said:
Can you explain this process? I'll work on it. I'm confused as to how this will work since there is only one mesh.
Look at the Greek aspis actors. The front of the shield is a different actor, mesh, and texture from the back of the shield. The back actor is a prop on the front actor.
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I remember reading the scutum was not solid wood, but rather laminated wood. There is a difference. One is a solid piece and the latter is achieved with layers of wood called plies. It's also possible the aspis was constructed in strips of wood and shaped on a rudimentary lathe. But there are few actual examples of either shield since the wood decays.
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8 hours ago, The Undying Nephalim said:
0AD doesn't play pre-rendered cinematics at the moment
I wonder if there's an open source codec and player 0 A.D. could easily use.
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Perhaps something that tells you where the attack is occuring, like:
Attack Alarm Outward
- A unit or outpost is attacked outside of the player's territory.
Attack Alarm Home
- A unit or building within the player's territory is attacked.
Each can have an accompanying sound that tells you a little more information:
Attacked by an animal
Attacked by an enemy unit [non-siege] or building
Attacked by a siege weapon
Just some ideas.
I liked in AOE3 that when the town center was attacked you could hear a sound effect of the townspeople panicking and running around. Also, music got more intense when you attacked a town center or fortress in AOM.
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2 hours ago, wackyserious said:
I was assuming that they dyed the quilted cloth That was the reason why the player color was faded in the earlier designs.
They don't look bad here, it's just putting player color all over the armor runs contrary to the rest of the textures.
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1 hour ago, wackyserious said:
@Sundiata If there are no more issues, I will be uploading this later when I get back home.
@wowgetoffyourcellphone Fixed the transparency of the padded cloth to reduce its lightness and level it with the player color, as suggested.
That's... not what I meant. But you do you dog. You wouldn't make a muscled cuirass be player color, right?
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4 minutes ago, Alexandermb said:
also had 2 idles more but will break reins for the archer camels, for ex; i'll have to make 2 idles for the rein for match the other animations but as the idle variant "idle1-2-3" don't play similar the rider/props from the mount they will be like flying and clipping everywhere.
That's what the id tag is for, in the animations line of the actor or variant file.
33 minutes ago, wowgetoffyourcellphone said:mfw waiting for an autobuild
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7 hours ago, Alexandermb said:
Here are the files for the archer and trader only at least for the public folder.
Camel_New.7z
@stanislas69Had the chance to take a look.
1. The major issue with the animations are that the legs and feet are splayed too far apart. Most animals, and I assume camels are the same, position their feet close to their centerline when walking, so that their legs come down at a slight angle [imagine a line drawn from the hip or shoulder of the leg down to where the feet meet the ground, it should be a slight angle inward toward the centerline, not completely 90 degrees]. The elephant animations are wrong in this way too. lol.
2. I like the kneeling it does when gathering meat! Good job. I only wish we could have transitional animations!
3. I think the death can be like 20% slower as they fall.
4. Would be nice to have a couple of different idle animations. Right now the camel looks rather bored. Would be hilarious if the camel chews the cud as it stands there.
https://media.giphy.com/media/qYr8p3Dzbet5S/giphy.gif
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===[TASK]=== Kushite Units, Unit Textures, and Unit Props
in Official tasks
Posted
Isn't there a program or method that can warp a texture to give an output that doesn't look warped on the model?