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wowgetoffyourcellphone

0 A.D. Art Team
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Posts posted by wowgetoffyourcellphone

  1. Nice. I'd say get rid of the round platform (save some tris) and I'll use the pedestal I linked earlier. 

    Using the Athena statue's diffuse map as an inspiration would be good. It looks pretty nice, so attempting to replicate that look would be very nice.

    Desired scale is the same as Athena, yeah.

  2. 1 hour ago, Vantha said:

    I was principally talking about the in-game unit overview referring to articles in the encyclopedia, less about articles referring to other articles. I personally would like inline links though.

    I was thinking the Template Viewer could have a button at the bottom that opens the Encyclopedia article for that object. And then maybe vice-versa if you'd like to see the nitty gritty statistics.

    • Like 3
  3. On 10/12/2023 at 9:11 AM, Grautvornix said:
    • military harbours ("sea forts") that fire back on ships (like the Britons have?). These could either
      • be more resistant to ship artillery fire (most likely difficult to distinguish from land artillery fire), or
      • create a higher damage to ships when firing back, or 
      • have a longer attack range, or
      • provide an enforcement/protection aura for own (smaller melee ships)

     

    Yes, I'd love to differentiate between the Commercial Dock (Fishing and Trading and their techs) and the Military Shipyard (all Warships and their tech tree). I do this in DE. It makes it a little more interesting, and you'd have to choose between which one you'd want to build first (at least initially). 

  4. 7 hours ago, Stan` said:

    You're welcome. :) Maybe the CI should print checkref's result in the comments or something so if it's broken in a revision you'd see it :)

     

    That would be useful. I wonder if it could do it per patch revision too.

    Edit: I just realized that's what you meant.

  5. 9 hours ago, Stan` said:

    Currently hardcoded in one js file called ambient.js or something. Maybe it could read the biome data or something.

    /**
     * This class is concerned with playing an ambient track, birds chirping etc.
     */
    class Ambient
    {
    	constructor()
    	{
    		Engine.PlayAmbientSound(pickRandom(this.Tracks), true);
    	}
    }
    
    /**
     * TODO: Let the map decide the tracks.
     */
    Ambient.prototype.Tracks = [
    	"audio/ambient/dayscape/day_tropical_10.ogg",
    	"audio/ambient/dayscape/day_tropical_11.ogg"
    ];

     

    I altered the tracks in the list at the bottom and it works. Yeah, unfortunately there's still no way to change it on a per map basis. Definitely a desire. Either the ambient tracks could be listed in the biome file or this ambient.js file could allow you to do it. 

    • Like 2
  6. This would make a great eye candy object or capturable map object (maybe get some kind of Cultural bonus!).

     

    Anasynthesis_Nike_of_Samothrace_Sanctuar

    Quote

    The statue was, perhaps, commissioned by the Hellenistic king Demetrios Poliorketes in the early third century B.C.E. to commemorate victories in the eastern Mediterranean; although it might have commissioned in the middle third century to celebrate the Battle of Kos won by Antigonos Gonatas. Either way, there can be little doubt that the Nike of Samothrace stands as one of the most important representations of victory ever made.

    https://www.anasynthesis.co.uk/index.php/nike/nike-of-samothrace

     

    Low priority, but would make a great addition to the game. 

    • Like 1
  7. The current statue at the top of Greek buildings, most noticeably the Temples, is ugly to put it mildly.

    image.png

    When it should look more like this:

     

    winged-victory-of-samothrace-nike-recons

    winged-victory-of-samothrace-nike-recons

     

    More angles: https://www.cgtrader.com/3d-print-models/art/sculptures/winged-victory-of-samothrace-nike-reconstruction

     

     

     

    True, it should be low-poly, but the current one is just really bad. Something approximating the above images better would be great. 100-200 triangles.

     

    Bonus points if you make a high poly version for a large statue (a couple thousand triangles). Extra credit for making a good set of textures for it (or we can work together on this). 

     

  8.  

     

    So, it would be nice in Atlas/biomes/random maps to be able to choose a different ambient sound for a map. The current "birds chirping in a North American forest" sound is pretty played out. How difficult would it be to code something like that? Just a drop list in Atlas and then some lines in the biome and random map code.

    While playtesting the new NAVAL OVERHAUL (PLEASE REVIEW!), I play something like the video in the background to give me that ocean ambient.

     

    ^Great for island maps

    • Like 1
  9. 23 hours ago, wowgetoffyourcellphone said:

    C2SF9QV.jpg

     

    In this one, I decided that the idea of hovering over the portrait to see the stats was kind of gimmicky and not intuitive. Instead, I hit upon a scrollbar method to fit whatever we needed into the section next to the portrait. So now there's no limit to how many statistics and other information we can put there (as little or as much as is deemed necessary or requested by players). Now, hovering over the portrait could just give the template's tooltip as in-game, consistent behavior. 

  10. 4 minutes ago, Gurken Khan said:

    @wowgetoffyourcellphone I thought about a fig leave, too, but it would probably be easier and less polys to "Ken-ify" him.

    DE's version doesn't need to Ken-ify him (Hell, the Naked Fanatics are truly naked). But also, the penis doesn't need to be super high poly either (lol).

     

    *This is also an opportunity to talk about how sculptures are altered over time, sometimes even destroyed, based on the mores of the time. 

  11. 5 hours ago, Stan` said:

    Another solution for the body is to steal the one from the units this way you keep the same level of details.

    I wouldn't do this, since the statue is to be something like 10 times the screen space as a unit.

     

    5 hours ago, nifa said:

    I'll add a bow in the left hand and finish some missing parts at the head. I'm already at 3.3 k tris in blender unfortunately.

     

    5 hours ago, Stan` said:

    3000 tris isn't that bad considering it won't be displayed often, but given the above screenshots I'm feeling like there might be some places where you don't need the details.

     

    @Stan` is correct here. Just 1 fully-propped animated cavalry unit can be 3000 tris. So, a stationary, non-boned mesh like this, which will take up the same screen space of 7 or 8 such cavalry units, doesn't need to be super low-poly. It's nice to reduce as many tris as possible, but it's a smaller concern than with an animated object such as a unit. 

    I can see that the cloth hanging from his left arm can be reduced in complexity, much of the folding can be created with the normal map and subtle baked shadows in the diffuse map. I like that you removed the tree stump. I agree, it was probably added for the marble copy to support his right arm. This statue in-game will be "original" which is bronze. 

     

    For the base it stands on, we can use the one here:

    yUrUM6s.png

    • Like 1
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