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wowgetoffyourcellphone

0 A.D. Art Team
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Posts posted by wowgetoffyourcellphone

  1. True, true, they do get a trade bonus, but trading isn't a substitute for a good uninterupted metal mining.

    Especially at the price we were paying for ONE Mercenary. (100 metal is ALOT MAN)

    Personally I think that it's better now than it was. I think if the mercs are going to have techs, they need to be more interesting than "cost less or train faster"

    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.

    • Like 2
  2. 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).

    • Like 1
  3. Explain, Lion. I don't understand what you're referring to.

    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.

    • Like 1
  4. 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.

    • Like 1
  5. My purpose is make similar to AOE or make it more visible than before, may be less dark

    The best solution IMO is to set the colors for bushes, trees with food, etc (objects that the player can interact with) and more or less ban those values from terrain/tweak terrain values to not be the same as the collectable ones.

    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.

    5udUJ2M.jpg

    You see the "bushy" terrains still exist, but more like eye candy:

    edNYzvQ.jpg

    • Like 5
  6. ...just wondering, why do women have more crush armor (15) than skirmishers or archers (10)? Since they also have 1 pierce/hack, they are better armored than the citizen skirmishers/archers.

    Sounds nonsense to me .. ;)

    Why do any of them have such high crush armor? Are archer and javelin infantry suppose to counter siege?

  7. The last XML part I did ;P

    What are the current worse textures in the game ?

    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.

  8. You said Stans textures are blurry, I don't know what you're saying dude.

    What is a scattershot, it sounds like you are trying to type screenshot and going all old English on me. And I said for the fourth time now, I'll be back on the weekend with new textures and the persian wonder wip. Stan told me you need a wonder so thats what im working on. I have class now so keep it cool on here, bye.

    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·shot
    ˈskatərˌSHät/
    adjective
    1. 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. :artist:

    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:

    The current terrain textures weren't selected with that in mind, however, because it wasn't implemented at the time.

    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...

    oz2VA3W.pngrbxqjmE.png7BzsaRw.jpg

    Zbbdyyq.png

    BNZHqCb.jpg

    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*.

    Stan told me you need a wonder so thats what im working on

    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.

    • Like 2
  9. I checked them out and they look nice from standard camera view (in my opinion) and the same goes for the color but they blend horribly with (actually not at all). Not because of the colors but you would see quads and lines when painting across them with other textures.

    This is terrain blend issue, not problem with texture. (y)

  10. 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?:


    BfM5evS.jpg

    BNZHqCb.jpg

    Kicking_bird, grass in my screenshot is not blurry, what the hell are you looking at?

    And I never told anyone directly, TAKE MY ADVICE! I've been showing examples to help them understand.

    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.

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