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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. I regretted including the Roman example the moment I posted it because I knew someone would use it as basis for criticism even though it was tangential to the proposal. I have since deleted it. The nude example is the real proposed layout. Asking the programmers now, could there be a script written to rearrange the existing layouts of the unit textures?
  2. Related to this, the UV for the unit meshes should be improved. Something like this, with better proportions for the body for less texture stretching would be a drastic improvement and solve a lot of issues. It would also make these models work for WFG into the foreseeable future with minimal tweaking. [female base texture] The point is now you solve these issues: - Asymmetry can be achieved. Want to have one greave on the left leg? You can have it. Does the guy have asymmetrical body paint [white ash on one side, orange mud on the other, thinking Kushites]; or tattoos running down the whole right side of a Celt or Scythian? You can do it. Archer bracer on the left arm... you see where I am going. - Proportions are better for less texture stretching. - You don't have to have awful seams for long skirts, dresses, and armor. - Everything just makes more sense to the artist.
  3. Here's a selection of cavalry portraits, which I have been working on for the past week for @stanislas69, since he did me a solid and modeled a Kushite statue for me. You can clearly see the color scheme here: Blue: Citizens Red: Champions Green: Mercenaries Purple: Heroes
  4. How about zip up a mod for the trot like you did before and let us experiment. Just the animation and variant files, not the actors.
  5. I think the new version of the kausia should just be variations on the old kausia. They are both accurate. As to which units, I think the basic rank Greek-style units for the Seleucids and Ptolemies should get them. I remember the sling rock pouch not being big enough to be seen on the unit. Got a screen of that?
  6. Yessir. I've recently made those robe dudes the standard Immortal, and the armored variation is the upgrade called "Campaign Panoply".
  7. I'm with you, ffffffffffffff's suggestion is rather superfluous. Rather, I'd like it if a "Random" player's civ is not knowable until you've scouted them first. That seems like one of those little details that would be nice -- that the civ would show as "Unknown" in the diplomacy windows until one of their units or buildings comes into your vision range.
  8. The whole diplomacy screen needs redesigned, along with how tribute is sent.
  9. Try this. Set gpuskinning = false in local.cfg Load a game. Set prefer glsl in the game options. Make sure everything works good. Exit the game. Now go back to local.cfg and set gpuskinning = true Now boot up the game again and load another match and see if it loads past 100%.
  10. @stanislas69 For some reason, helmet actor hele_su3 doesn't show the variations correctly. It only shows the pilos variants. Same with su2, it only shows the Chalcidean variations. NINJA EDIT: I found out the problem. All the helmet variants have a frequency of 100. lmao. You need to understand that the frequency tag is a ratio. I've seen in other files where if you have 3 variations, you give them frequencies of 33 in order to get a number close to 100. This is unnecessary. In that case, just have all variations set to 1, so it's a ratio of 1:1:1. 33:33:33 works but is unnecessary. Same with the helmet variant files: a frequency of "1" works just as well as "100" because within the variant file there are no other frequencies against which to ratio. Actually "1" works best in the variant file because the helmet actor loads the variant and if it has 100 then it gives that variant the frequency of 100 against the other helmet variants. I tested it and setting the frequency to "1" in the variant files works. Attached are the amended variant files. hele_helms_ratio_fixed_1_1_201.zip
  11. Agreed with @wackyserious. Too much of the brow shows. @stanislas69, it would also be cool if there was a "high crest" variation like this:
  12. I think even Sundiata will approve of how the butt squeezes.
  13. My take on the Blemmye camel rider. Please ignore the new Roman female texture. They also need a new shield mesh for that notched hide shield shown in many Beja photos. Also, new head meshes or "hair helmet" meshes with that distinctive hair style the Beja have: Would also be nice to have an assortment of North African and Middle Eastern turbans for various units. The Nabataean Camel Archer, Arabic Skirmisher, maybe an Elite Blemmeye Camel Raider or just a variation thereof.
  14. Looks like some of the rider animations, at least the idles, work well enough for the camel. The camel mesh itself could use some serious updating.
  15. Best to just use normal arrows for those variants for now until a nomadic faction is added if folks are worried about such things.
  16. Also, Xiongu arrows need committed for the nomad variants, apparently.
  17. Well, it shouldn't affect any of your mod files, so if it screws up the installation you can always just reinstall A22.
  18. Hmm, not sure if this is worth the change and/or added complexity. Seems just very simple to use the actors as we have been, but I will take your word for it if it makes things easier for you.
  19. Yep. I have never ever ran out of wood on any map in this game. Losing a few dozen trees isn't going to be a big deal as far as resources or even "depriving" your enemy of resources. There are eleventy billion trees on every map. And there are any number of ways to deal with that too, as alluded.
  20. No, only when once building them. Also, use your imagination. You can either use groves for "forests", ala DE, that cannot be built on, and then allow straggler [i.e. individual] trees to be built on/removed. Or..... you can put a max number of destructible trees for each building [probably determine it by obstruction size of each building], so that if you hover a Barracks over, say, 3 trees it allows you to place the foundation, while if there are 4 or more trees it denies you. That way you can't just plop it right down in the middle of a forest.
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