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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. As a history major, I think you will enjoy this incredible thread here:
  2. Isn't there a program or method that can warp a texture to give an output that doesn't look warped on the model?
  3. 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.
  4. 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.
  5. At first I thought the slower cav should get the trot and the faster, lighter cav should get the half-run they use now.
  6. 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?
  7. 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.
  8. 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.
  9. Why not just commit it so I don't have to add yet another file to my local repository?
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. I wonder if there's an open source codec and player 0 A.D. could easily use.
  16. 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.
  17. They don't look bad here, it's just putting player color all over the armor runs contrary to the rest of the textures.
  18. That's... not what I meant. But you do you dog. You wouldn't make a muscled cuirass be player color, right?
  19. That's what the id tag is for, in the animations line of the actor or variant file. mfw waiting for an autobuild
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