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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. I'm not a programmer myself, but it's possible the extent of their skills remains in tooling around in Unity or Unreal or whatever off-the-shelf engine they used.
  2. I got it. Git got a weird error/mix up when I renamed the shoushe model.
  3. Well, I found the cavalry helmet error, but the Shoushe eludes me, because it works just fine on my local copy...
  4. Yep, similar to Battle for Middle Earth II. My favorite UI-style so far.
  5. Hmm, the difference being that Empires Apart is claimed by their developer to be a completed game. WFG does not claim 0 A.D. to be a completed game. I wouldn't buy 0 A.D. in its current state, but like I said, WFG doesn't pretend they have a complete game on their hands, while the Empires Apart devs do. lol
  6. Excellent choice. His war against the Bulgars even starts at the nice, even 1000 A.D.
  7. Those do look awesome and more realistic. Thank you for clarifying. Your earlier screenshots did not convey this effect effectively, but these create a nice affect. Maybe I think it blurs slightly too much, but I'm nitpicking at this point.
  8. But... I like sharp shadows... at least for a "sunny" scene. "Soft" shadows indicate a lot of ambient light, such as during a cloudy day. It would be great to be able to adjust this, maybe with a slider, so that a cloudy/rainy scene can have really fuzzy shadows, while a "high noon" desert scene can have sharper shadows.
  9. Right, just saying I merely stole the shields from the Xiongnu. You can commit the files from Terra Magna to public and use those.
  10. For some reason, I imagine these guys as "The Last Romans", like they were the final hurrah of the ancient world before we can definitely say "now we're in the middle ages." But that's just my own bias. I'd think Heraclius is a definite though.
  11. Should this one be necessary? Probably best to just keep it in the main menu, and maybe elsewhere in some menu item [perhaps with the screenshot overlay too], but I don't think it's necessary to be a part of the in-game UI.
  12. Probably should abandon the "minifaction" concept, since the Xiongnu ended up just being a full faction. lol But yeah, along with Scythians and Thracians, I consider the Nabataeans one of the best candidates to either include in a mod or the main game.
  13. No animations. Gotta look into the actor.
  14. IMHO, for part 1 it could be used for Celtic/Gallic units. Sure, I'll use it.
  15. @wackyserious @stanislas69 I think you should look into the resolution of a lot of TM's textures. A particularly egregious example is this 512 x 512 spec map texture that is all one solid color. A 2x2 image would have worked just as well. Similarly, unit spec maps don't need to be full size in order to convey specular. I suggest 128x128 for unit spec maps [while keeping normal maps full size]. I also think diffuse textures should be proportional to the size of the mesh just as a general rule in any mod or even the core game. For instance, if unit textures are 256x256, then helmet textures don't need to be 512x512. The same proportionality can be applied elsewhere. Just some thoughts.
  16. Here's the building texture color tweak. You might want to play with it. I mostly brightened things up and bit, with a touch of desaturation. Now, the rooftiles I used for the shot are the Roman rooftiles from the Roman structures texture. I still think the color of the rooftiles could use a good tweak. Better to extract the Roman rooftile texture to its own texture and re-uv-map the roof meshes to it, so you can tweak the color separately from the Roman texture.
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