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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. That is cool. Actually worked. So why not automate this process in Atlas?
  2. Hmm, so with culture attribute I imagine some possibility. Can List them in dropmenu by culture, like this: Random All Celts Britons Gauls Egyptians Ptolemies Hellenes Athenians Macedonians Spartans Iberians Iberians Indians Mauryans Italians Romans (Republicans) Persians Achaemenids Punics Carthaginians Successors Macedonians Ptolemies Seleucids Can choose from the list. Now imagine player can also have choice to choose "Hellenes" and that random the civ for that player only Athenian, Macks, or Spartans. Choose "Successor" from list to random Macks, Ptolemies, or Seleucid. As you can see, like s0600204 say, culture can be array in json to allow civ to be place in more than one culture. Later, with mod and sequels, more civs can be added in existing culure or more cultures added dynamic from json. My super awesome amazing imagination list 10 yrs from now (llmao):
  3. Probably not find previous because of ao map darken interior.
  4. Can keep lime heads for the Gaesatae. Give Advanced other unit the plain coolus.
  5. Of course I prefer something like AOM. That was very good. But if stay with droplist it would be better I think to group them like how I propose. wraitti: You saying then we could give a "culture" to the civs in the civ Jsons and then they could be group that way?
  6. In Photoshop™ use 3 layers for the subject (background layer is black). Bottom wolf layer is outer glow with noise (20% opacity, 25% noise). 2nd wolf layer has outer glow (20-25% opacit). top wolf layer have drop shadow to complete the effect. Sometimes if use "sharpen edges" it give a little cartoony look to subject for good portrait style. Looking at art depository Pureon uses separate layer for hand paint glow effects, while I just use layer style. For glow color use off white or creamy color.
  7. Conceit of 0 A.D. is "time that never was." 0 A.D. supposed to span Antiquity. regardless, this post isn't about that, it about naming convention. I don't know about all that. I'm just talking about name of civs that is more descriptive and places them in list that makes their relationships more clear.
  8. My proposal is this: To make it easier for modder and even for sequels to the official game to add civs of same culture, I think game should create new civ name format like in screenshot. I have done this for my mod and think it will help players as well as developers and modders keep things straight. So, I have renamed the civs like below (bold is modded civs and possible future civs to show you how they would fit and keep things straight): Carthaginians Celts (Brythonic) Celts (Gallic) Celts (Galatian) Chinese (Han) Dacians Egyptians (New Kingdom) Egyptians (Ptolemaic) Germans (Frankish) Germans (Gothic) Germans (Suebian) Greeks (Athenian) Greeks (Spartan) Greeks (Theban) Huns Iberians Iberians (Celt-Iberian) Iberians (Lusitanian) Indians (Guptan) Indians (Mauryan) Macedonians Parthians Persians (Achaemenid) Persians (Sassanid) Romans (Byzantine) Romans (Imperial) Romans (Republican) Sarmatians Scythians Seleucids Just an idea. I add it to my mod regardless. As famous forummer say: "Enjoy the choice!"
  9. hmmm, I like persistent panels more but this approach very very intriguing. Did you know you can increase space already with Alt-Enter? One thing that is badly missing from Atlas is minimap. Also, would be nice to be able to put units in nice formations so they are spaced nicelyy on the map and these are what they are in at start of match.
  10. Good reference Enriquie. It is important to get the gait correct.
  11. This make me curious. Can game give lava terrain glow effect seen with other material like that one guy modding that sci-fi mod? Probably new material "terrain_lava" for lava terrain?
  12. Desert look quite good already. Just a few texture are a little noisy. Also, a lot of terrain don't have normal map yet (all biome, some less than other).
  13. They have train limits too, just to clarify (you can't make 1000s of popless mercs).
  14. Yes, icon from AOE, like I said earlier. Working with Lion to make replacements so I can release mod.
  15. Well, they can have both simple techs and more interesting techs, just like the whole game. In my mod I give all mercs 0 pop cost, but they gather at Elite citizen-soldier rates (half the speed of Basic rank citizen). Carthage gets the most mercs of course, but Ptolemies are 2nd. Mercs could also be more intersting if capturable Merc Camp idea finally implement.
  16. 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.
  17. 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).
  18. 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.
  19. 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.
  20. 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..
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