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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. 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!"
  2. 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.
  3. Good reference Enriquie. It is important to get the gait correct.
  4. 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?
  5. 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).
  6. They have train limits too, just to clarify (you can't make 1000s of popless mercs).
  7. Yes, icon from AOE, like I said earlier. Working with Lion to make replacements so I can release mod.
  8. 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.
  9. 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.
  10. 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).
  11. 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.
  12. 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.
  13. 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..
  14. 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.
  15. 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:
  16. Multiiple rotate in Atlas is very nice. Good job to programmer who add this neat feature.
  17. 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
  18. So if a giant rock hit a man he is supposed to be fine. Got it.
  19. 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.
  20. Why do any of them have such high crush armor? Are archer and javelin infantry suppose to counter siege?
  21. 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.
  22. 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.
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