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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. I've noticed things like this too, like builders walking through a house after building it. I think if an object is spawned within an obstruction, it then ignores that obstruction for the duration or until it can exit again. It's an odd bug that's kind of an outlier.
  2. FIXED by inverting the green channel again (like with the Colossus statue)! In its current state, it's already perfect for DE. I can scale it in Blender how I wish. One last request. Would you be willing to create a "modesty" prop for the EA version, like you did for the Colossus? Just re-using the cape texture, etc.
  3. I think chicken placement needs adjustment due to Civil Centers being non-standard footprint sizes. Especially on older maps.
  4. How is this going? I remembered that this was very promising! I'd like to use this to replace the Apollo statue in the Seleucid wonder (for the main game), and then a slightly bigger scale version for DE's Seleucid Cult Statue.
  5. DE currently causes a hard crash when units build siege engines. This is a known bug in the game's code, but I don't know when that'll be fixed.
  6. Someone's design for a Thracian civ concept. Nicely done.
  7. As far as I know, every time we make a loading tip image or make a unit portrait, all the graphics are cranked up for the screenshot. Also, try to use only the best assets.
  8. Hey @Genava55 @Ultimate Aurelian Suggestions for a better/more accurate SpecificName?
  9. I think just a "collapsed" version would be nice. The pieces can all be props so that they conform to terrain. Can make it a collectable ruin template (metal) too.
  10. The image is okay, but the texture has to be 512x512. So, the bottom (512 - 384) pixels of the image will be transparent.
  11. My slow descent into madness playing against @borg- or @ValihrAnt
  12. The actual tooltip images are a 512x384 image on a 512x512 texture. Reason it's a 512x512 texture and not 512x384 texture is for maximum graphics card compatibility (some newer cards are ok with odd-sized textures, but most older cards only want ^2 resolution textures). We went with 512x384 px images instead of perfectly square for aesthetic reasons. The rectangle shape just looks nicer to the human eye in this context, similar to the ratio of an old CRT TV or computer monitor.
  13. You were absolutely correct here. I inverted the Green channel in the normal map and now it looks 100% better. I'd say my favorite detail by far is the added realism of the "banding" of the metal texture in the normal map. That's a great nod to realism that sets this one apart from many of the others you'd see. Great job! And I'll probably pick a different texture for the base pedestal, but you did a good job there too. I believe the descriptions do say the base for the statue was octagonal. Know what would make a really awesome detail is if we had the ability to slowly transition between textures, so that we could slowly convert the shiny bronze look to a greenish duller look as if patina is slowly being applied by the environment. Maybe make it take about 10 minutes of game time. That would be cool. But as it is, I'd love to actually implement a "Capture the Wonder" mode for the game. Would it be the most popular mode? No, but it would add some nice variety and would add more options for campaign maps or scenarios.
  14. Hard to tell from the posted images, but I tested it in-game and it looks pretty good. I might re-Map the pedestal, but the statue is pretty awesome
  15. Would love to add this to DE. Or just add it to base game so it can be used elsewhere.
  16. Beautiful reconstructions. Very evocative.
  17. No one is, as far as I know, currently. But they've also been a desired civ for the A.D. segment of the game. Would be cool to see some concept work for them though.
  18. The massive swing between easy af to capture and then suddenly to impossible to capture is not balanced. Might be useful in general, whether we agree about the other balancing issues or not.
  19. I'd actually like to see fewer chaotic 3v3 and 4v4 games and more intimate 2v2 games where teamwork becomes yugely consequential. But 2v2 seems like the least popular setup in most RTS games.
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