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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. The UI, the aesthetics, everything looks incredible. I love the leader (hero) selection graphics, Hell, all the graphics. Everything looks very very well put together. Color grading. Graphical cohesion. This is a benchmark for UI and in-game aesthetics moving forward.
  2. I snuck it into Vanilla already many months ago, but only for skirmish maps and players still can't build farm fields in neutral territory to make the feature fully fleshed out. Best I can do on some skirmish maps is place gaia fields that you can gather from once you capture the Farmstead. I don't see much downside to just enabling building fields in neutral territory in the base game. Someone might exploit it somehow*, but we can always just catch things like that and plug the holes. *Perhaps place a Field foundation in FoW and when it gets destroyed you know an enemy is there. I don't think that would give much intel though, because it could just as easily be a single scout cav, so the intel could be dubious or misleading at best. So, this edge case isn't worth denying a feature for.
  3. There might be a patch for this already, created eons ago, that could be useful. Or you may want to just start a new patch from scratch since whatever patch you find will probably need heavy rebasement.
  4. Yeah, basically we can currently only have scrollbars for things with plain text, but not with interactive objects, etc.
  5. We reeeeeeally need scrollable elements like this. Needed it for a long time.
  6. DE's farmland feature is the easiest way to do it, as it requires no new component code except maybe some QoL stuff.
  7. I hate it because I'd rather farming be something out away from the center of town. Obviously, it's more efficient to farm around the CC for various reasons as the current game design stands, but to me it looks so unnatural. I'd like to change that, but I'm sure the current player base would revolt.
  8. Well, I also believe for sure that even if these assets were put into Atlas, they'd look good.
  9. A really nice close-up look at the Greek buildings (Mythic Age textures). What I notice right away is that they don't bother trying to "infer" detail in the diffuse textures. If a detail is smaller than a texel, then they don't add additional noise by trying to infer it. They don't try to "bake in" extraneous details and shadows. They also let the normal maps do a ton of heavy lifting. Those things combined with really good AO makes everything pop. The lack of "noise" in the finished products makes everything look new and fresh and professional. Honestly, a lot of 0 A.D.'s legacy assets (specifically textures) fail at this. I wish we had more manpower to comprehensively review all of our textures, identify the problematic ones, and update them. And now Atlanteans.
  10. Good job @nifa. You now have 2 great art assets that'll go into next release. Looks great^ So much better than the old statue.
  11. 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.
  12. 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.
  13. I think chicken placement needs adjustment due to Civil Centers being non-standard footprint sizes. Especially on older maps.
  14. 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.
  15. 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.
  16. Someone's design for a Thracian civ concept. Nicely done.
  17. 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.
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