-
Posts
10.641 -
Joined
-
Last visited
-
Days Won
522
Everything posted by wowgetoffyourcellphone
-
Alpha 18 Balancing Branch
wowgetoffyourcellphone replied to scythetwirler's topic in General Discussion
Carhage supposed to have good trading, so metal should not be in short supply if trade caravan establish. Looking at game design and knowing history, I think this is what was intended. -
Engine features from artist POV
wowgetoffyourcellphone replied to Enrique's topic in Art Development
Enrique, I think it good to get interest level from artists on each feature to see what could be potential priotiry. Because why have programmer spend time implementing XYZ Uber Mapping if no artist has interest of making art for that feature. Just an example. So it would be good if all the active aetists and modders throw their 2 rubles into the caldron and see what they are interested in working on. Take coordination too if you want good results with these new feature. AO maps going to multiply is easy like Ben B say, so that can be done super quick (but will need adjustment of the many AO maps already in game). Other things like transparent palm tree leaves seem less important in an RTS (tho still cool to have). LOD system seems far and away the most useful to have but also seem like the most hard to implement. Someone must be ambitious and implement it. With LOD some interesting changes can be made with zoom feature definitely (zoom in would pan up and zoom out can pan down, stull like that, with minimal lag time due to artwork only optimized for 1 zoom). -
He's talking about Kicking_Bird's suggestion to make Spartans and Romans use the same buildings. This is non-starter to me and probably to team. Kicking_bird thinks this game is Age of Empires. I agree that building should progress visual though. Kicking_Bird, there is discussion of making civic centers upgrade appearance when phase up. Team only need some concept art to do it since capability to swap actor is already in engine. Current CC models can be basis for concept and they can be one of the 3 model phases, so now only need 2 more variation.
-
The "useless insets" offer architectural character, whether done with geometry or normal map I don't care, but note that this game is meant to look good on low end comp. One thing to mention, ambient shadowing/occlusion should not be baked into diffuse texture - game has ambient occlusion maps capability. Also architecturally, just because you can round corners doesn't mean you should. And the current Persian diffuse map is excellent, it is not "dark." Everything else, yes, silhouettes. However until you no one has complain that they cannot tell storehouse from a civic center easily. You also get into gameplay discussion in your post, you should probably focus on one topic at time.
-
Color Theory and Game Textures
wowgetoffyourcellphone replied to Kicking_Bird's topic in Art Development
I disagree look fine to me. -
Color Theory and Game Textures
wowgetoffyourcellphone replied to Kicking_Bird's topic in Art Development
I would focus on one biome at one time, so uou can get a good unify color palette and level of details for each environment.. -
Color Theory and Game Textures
wowgetoffyourcellphone replied to Kicking_Bird's topic in Art Development
The effect is not bad if it is use sparing. See how in my shots I make the "main" terrain have less detail, but is still interesting. Use the busy terrains for splash of interest. -
Color Theory and Game Textures
wowgetoffyourcellphone replied to Kicking_Bird's topic in Art Development
Hi guys. I don't think berry bush need recolored if terrains reworked. Here, I take stan's terrains and add more variaton and color edits and spec maps and yadda yada. I think game does not need to get rid of the highly detailed terrains, but what I think the game need to do is use those high def terrains for punches of detail, like terrain eyecandy. Most of the map or the "base" terrain would be a more muted and less contrast terrain or set of terrains as you see here. You see the "bushy" terrains still exist, but more like eye candy: -
New Release: 0 A.D. Alpha 18 Rhododactylos
wowgetoffyourcellphone replied to feneur's topic in Announcements / News
Multiiple rotate in Atlas is very nice. Good job to programmer who add this neat feature. -
Sounds to create
wowgetoffyourcellphone replied to LAVS's topic in Game Development & Technical Discussion
Speaking of sound, I attach edited ship sound from my mod. It chop the current ship sound in half and I use first half for select and last half for command order. ship_select_01.zip -
Alpha 18 Balancing Branch
wowgetoffyourcellphone replied to scythetwirler's topic in General Discussion
So if a giant rock hit a man he is supposed to be fine. Got it. -
===[TASK]=== Big patterns
wowgetoffyourcellphone replied to Stan`'s topic in Eyecandy, custom projects and misc.
Make sure keep matching them with the game and look and make sire they look good in the game. Can look good in render but must look good in the game. I applaud more forest eyecandy though. -
Alpha 18 Balancing Branch
wowgetoffyourcellphone replied to scythetwirler's topic in General Discussion
Why do any of them have such high crush armor? Are archer and javelin infantry suppose to counter siege? -
Color Theory and Game Textures
wowgetoffyourcellphone replied to Kicking_Bird's topic in Art Development
Hmm, I think it would be good to make the fruit bigger and redder. Also, could make decal for beneath them so they stand out. Liked the original color of the leaves a little better than the hue you made Lion. Maybe keep experiment to get a good color. -
Color Theory and Game Textures
wowgetoffyourcellphone replied to Kicking_Bird's topic in Art Development
Probably one that are too directional. Some look like they were made that way to simulate geometry at time when geometry was expensive to render. Now, we can easily add bush and grass object when before they needed be in terrain texture. I think some of the "tile" textures could use better normal map made with better method than just throwing diffuse into normal map plugin. The normal map made with Photoshop or other app are many times too busy and grainy and not geometricallyy accurate. Best now to make normal map in Blender. Ask Enrique who bake normal map for his texture. -
Color Theory and Game Textures
wowgetoffyourcellphone replied to Kicking_Bird's topic in Art Development
Stan's texture are blurry. He say so himself. I then improve them, but that was in a different post. And English not my first language but scattershot seem like a simple word to parse even for me (it is English word of course). scat·ter·shotˈskatərˌSHät/adjective denoting something that is broad but random and haphazard in its range. "a scattershot collection of stories" Meaninh, eh hem, that because of the length of time the game is be develop, the development of the art for the game has been (of course understandable) scattershot. Are you native English speaker? If not perhap that is why your tone sound like "I just learned this all in art theory 101 and now I school all you fools." My misunderstanding. Please continue and hopefully this weekend you teach us art theory 102. Syllabus: How to overhaul 8 years of artwork to remove highlight and shadow from diffuse texture and edit massive number of XML files to include new materials and new specular maps; and adjust all colors in all textures in whole game to conform to 255 color pallette like 1999 AOK. But if you think terrain "fly under the radar" you are mistaken. It is obvious that the focus lately has been on civilization model and asset. And lately there have been push to improve unit mesh for better silhouette and aesthetic and animation. You came here under mistake assumption. Many mistaken assumption and you still don't see it. As History_Bruno said: Easy to undersyand evern by fool like me who obviously has no art training and can;t make a scene look good to save his life. I am no good for aesthetic... I have no idea how to make game look good... I don't think anyone disagree with your argument that the terrain need work. That was obvious. people jhad other priorities. You should have come to community, integrated, check out workflow, come up with idea that fits with workflow and idea of the game, and then make pitch. You would have better reception, like digital instead of analog*. That is great. Wonder for Persians was decide to be Gate of All Nations at Persepolis (one of those boring history places). persian building texture in the game is very good and probably closer to what you think is good. -
Color Theory and Game Textures
wowgetoffyourcellphone replied to Kicking_Bird's topic in Art Development
This is terrain blend issue, not problem with texture. -
Color Theory and Game Textures
wowgetoffyourcellphone replied to Kicking_Bird's topic in Art Development
Hi stan. I take your first texture and sharpen a little in photoshop and adjust contrast a little. I then apply the normal map and spec map of the mediterranean grasses already in game to give a little extra detail and depthh. There is some lines in the texture and some things do not tile correct but I fix some of those (not all) and it looks good. I think it make a good tropic terrain base?: Kicking_bird, grass in my screenshot is not blurry, what the hell are you looking at? Thankfully you are backpedalling. You see error of uyour approach. You also speak as if no nbody knows any of this or has noticed that the game's art is not up to standard. Everybody who works on the game or mods the game knows this. As other have said, and you ignore: 1. There have been dozens of different artist working on game over many years. All with different skill level and effort. 2. Important part right now is game feature and fixing bugs and lag. We ask you what you are willing to do to change the scattershot nature of the game's art? Are you to be the tutorial man? As to your examples. WE KNOW HOW SPEC MAPS WORK. Things have been PAINTED IN in many cases because some of the game art is 8 years old... If YOU are willing to go back and remake a lot of the art then you will be hailed hero. -
Color Theory and Game Textures
wowgetoffyourcellphone replied to Kicking_Bird's topic in Art Development
Here is quick mod I make tonight. http://www.filedropper.com/terrestrium It include 5 edited alpine grass texture and new XMLs and a couple of material. Include also is map for that screenshot. Mod is called Terrestrium in mod select. -
Color Theory and Game Textures
wowgetoffyourcellphone replied to Kicking_Bird's topic in Art Development
I am chill as cucumber. Licking_bird just need to back up words (complain about art) with action (do something to improve situation). Much of capability still not utilized. I made this by just messing around in Atlas maps editor (and adjusted some terrain texture and XML). As you see the new unit models will do nice to help visualization. Edit terrain textures and make use of engine to potential. Stan, your textures are too blurry. Here, I think would be good for LOD system, when zoom out swap to lower res, less detail texture to remove noise. When zoom in you see high detail, high contrast. I know game use mipmaps but for terrains they seem to add noise or aren't very good. -
Color Theory and Game Textures
wowgetoffyourcellphone replied to Kicking_Bird's topic in Art Development
Hey Licking_bird! How about you take my advice in your other thread and actually make some textures and a mod folder to show people what can be achieve? If you don't do that, then you just sound like a jerk. I sound like a jerk a lot but at least I am active in trying to mod the game and give alternative. What have you done excep make asss of yourself? This here is very bad example if you want people follow your lead. The texture you made is atrocious and bland like Stalin's living room carpet. At least the texture you criticisze has character. This game is not The Sims. The problem in the game's texture is too much contrast. Yours is blur like snot. -
Old school newcomer here
wowgetoffyourcellphone replied to Thornskul's topic in Introductions & Off-Topic Discussion
I do not know. I remember something anbout using compatibility mode but that does not work for me. Biggest flaw in RAF is economic and base building. Mix some feature of RAF (hero POV, ship rammin) with RTW (better battalion management) and some 0 A.D. econ and base build and you have a winner. -
Old school newcomer here
wowgetoffyourcellphone replied to Thornskul's topic in Introductions & Off-Topic Discussion
Midway should fix the game and put it on Steam for $5-$10. I would buy it. Fix some glitch and lag problems and fix install on new system. -
Old school newcomer here
wowgetoffyourcellphone replied to Thornskul's topic in Introductions & Off-Topic Discussion
For some reason RAF no work on my computer. Takes many hacks to get to work. -
New command: dont kill women
wowgetoffyourcellphone replied to Zezil's topic in Game Development & Technical Discussion
Right, policy is macro.