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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. I like the contrast between a lot of the cheat units. Sci-Fi Mythology Silly Dinosaurs
  2. Yes, I'd love to differentiate between the Commercial Dock (Fishing and Trading and their techs) and the Military Shipyard (all Warships and their tech tree). I do this in DE. It makes it a little more interesting, and you'd have to choose between which one you'd want to build first (at least initially).
  3. That would be useful. I wonder if it could do it per patch revision too. Edit: I just realized that's what you meant.
  4. Hmmm. "0 A.D." tends to put the game at the top of alphabetical lists, so there is that.
  5. This is the new version of the mod: https://mod.io/g/0ad/m/terra-magna
  6. /** * This class is concerned with playing an ambient track, birds chirping etc. */ class Ambient { constructor() { Engine.PlayAmbientSound(pickRandom(this.Tracks), true); } } /** * TODO: Let the map decide the tracks. */ Ambient.prototype.Tracks = [ "audio/ambient/dayscape/day_tropical_10.ogg", "audio/ambient/dayscape/day_tropical_11.ogg" ]; I altered the tracks in the list at the bottom and it works. Yeah, unfortunately there's still no way to change it on a per map basis. Definitely a desire. Either the ambient tracks could be listed in the biome file or this ambient.js file could allow you to do it.
  7. This would make a great eye candy object or capturable map object (maybe get some kind of Cultural bonus!). Low priority, but would make a great addition to the game.
  8. The current statue at the top of Greek buildings, most noticeably the Temples, is ugly to put it mildly. When it should look more like this: More angles: https://www.cgtrader.com/3d-print-models/art/sculptures/winged-victory-of-samothrace-nike-reconstruction True, it should be low-poly, but the current one is just really bad. Something approximating the above images better would be great. 100-200 triangles. Bonus points if you make a high poly version for a large statue (a couple thousand triangles). Extra credit for making a good set of textures for it (or we can work together on this).
  9. So, it would be nice in Atlas/biomes/random maps to be able to choose a different ambient sound for a map. The current "birds chirping in a North American forest" sound is pretty played out. How difficult would it be to code something like that? Just a drop list in Atlas and then some lines in the biome and random map code. While playtesting the new NAVAL OVERHAUL (PLEASE REVIEW!), I play something like the video in the background to give me that ocean ambient. ^Great for island maps
  10. Hmm, thumb should maybe by like 30 tris. lol. I know it's hard to reduce a 290,000 triangle mesh down to a few thousand though. You're doing better than I would.
  11. In this one, I decided that the idea of hovering over the portrait to see the stats was kind of gimmicky and not intuitive. Instead, I hit upon a scrollbar method to fit whatever we needed into the section next to the portrait. So now there's no limit to how many statistics and other information we can put there (as little or as much as is deemed necessary or requested by players). Now, hovering over the portrait could just give the template's tooltip as in-game, consistent behavior.
  12. "Paper Maps" -- interesting. Any references (for the tech's encyclopedia entry)?
  13. DE's version doesn't need to Ken-ify him (Hell, the Naked Fanatics are truly naked). But also, the penis doesn't need to be super high poly either (lol). *This is also an opportunity to talk about how sculptures are altered over time, sometimes even destroyed, based on the mores of the time.
  14. I wouldn't do this, since the statue is to be something like 10 times the screen space as a unit. @Stan` is correct here. Just 1 fully-propped animated cavalry unit can be 3000 tris. So, a stationary, non-boned mesh like this, which will take up the same screen space of 7 or 8 such cavalry units, doesn't need to be super low-poly. It's nice to reduce as many tris as possible, but it's a smaller concern than with an animated object such as a unit. I can see that the cloth hanging from his left arm can be reduced in complexity, much of the folding can be created with the normal map and subtle baked shadows in the diffuse map. I like that you removed the tree stump. I agree, it was probably added for the marble copy to support his right arm. This statue in-game will be "original" which is bronze. For the base it stands on, we can use the one here:
  15. I suggest a prop_penis empty and then we can use a fig leaf prop actor for the "Empires Ascendant" version.
  16. Upscaled these (without passing through imagine.art first): (Ramming Ships, coming soon!):
  17. imagine.art to get a 768x768 AI enhance version, which I then upscaled to 1024x1024 on a random website to see if it was possible: https://www.iloveimg.com/upscale-image EDIT: I actually used the helmet from the original image superimposed on the imagine.art output image. The helmet in-game was more accurate than what the AI rendered.
  18. I was able to upscale the original 256x256 unit portrait.
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