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Everything posted by wowgetoffyourcellphone
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As a history major, I think you will enjoy this incredible thread here:
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Isn't there a program or method that can warp a texture to give an output that doesn't look warped on the model?
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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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Town bell (alert) improvements
wowgetoffyourcellphone replied to temple's topic in Gameplay Discussion
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. -
===[COMMITTED]=== Horse Update
wowgetoffyourcellphone replied to Alexandermb's topic in Completed Art Tasks
At first I thought the slower cav should get the trot and the faster, lighter cav should get the half-run they use now. -
===[COMMITTED]=== Horse Update
wowgetoffyourcellphone replied to Alexandermb's topic in Completed Art Tasks
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? -
===[COMMITTED]=== Horse Update
wowgetoffyourcellphone replied to Alexandermb's topic in Completed Art Tasks
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. -
===[COMMITTED]=== Spears Remesh
wowgetoffyourcellphone replied to Alexandermb's topic in Completed Art Tasks
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. -
===[COMMITTED]=== Horse Update
wowgetoffyourcellphone replied to Alexandermb's topic in Completed Art Tasks
So, uh, the trots look good man. -
Why not just commit it so I don't have to add yet another file to my local repository?
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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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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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===[TASK]=== Stables, Workshops, and Ranges
wowgetoffyourcellphone replied to LordGood's topic in Official tasks
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. -
===[COMMITTED]=== Update Camel Units
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Completed Art Tasks
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===[TASK]=== Seleucid units textures
wowgetoffyourcellphone replied to Enrique's topic in Official tasks
I would make the red feathers player color. -
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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I wonder if there's an open source codec and player 0 A.D. could easily use.
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===[TASK]===[SOUND]=== Alert sounds
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Official tasks
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. -
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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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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===[COMMITTED]=== Update Camel Units
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Completed Art Tasks
That's what the id tag is for, in the animations line of the actor or variant file. mfw waiting for an autobuild- 162 replies
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