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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. I actually hate the abbreviations. Lol Imho, the game's current way of immediately sending resources on click and immediately changing diplomacy on click instead of having a Confirm or Apply Changes button is bad design. I don't think the current Diplomacy screen was meant to be the final version, just "good enough" for the time. It's served the game well, but it's time to update it.
  2. I think the game could have 3 presets, like how AOE3 did. Close, Normal, Far.
  3. Just add the spy and attack request features and we're good to go.
  4. grass_la_tall_b.dae This^ one is in the game already, and has some very nice smoothing. grass_large_02.dae This^ one is just me re-exporting the first mesh to a different filename. It's 2kb smaller, so I'm losing some data somewhere/somehow between importing and exporting. Maybe my exporting options?
  5. I am attempting to apply smoothing to the meshes used for our grass sprites. This smoothing should help reduce the bad shadowing effect found in the grass (place some in Atlas, then rotate the camera and you'll see very bad shadowing and face popping effects). I have found one set of grass models that seem to already have the proper smoothing to mitigate this effect: art/meshes/gaia/grass_la_tall_a.dae art/meshes/gaia/grass_la_tall_b.dae These are used in the props/flora/grass_soft_large_tall actor. My problem with attempting to reproduce this smoothing effect is when I import those 2 models in Blender, scale them down, and export them as grass_sm_tall_a.dae and grass_sm_tall_b.dae I lose the smoothing I was going for. I right-clicked the mesh in Blender, chose Shade Smooth, and then attempted to export the mesh. When viewing in Atlas, it is actually not smooth. I've also tried turning on Autosmooth in the Normals tab, but this didn't work either. What am I doing wrong? If I can solve this I can apply the solution to all of the grass actors in the game and make the terrain look very nice indeed. Below: Left is the existing meshes grass_la_tall_a and grass_la_tall_b Right is the meshes I attempted to export.
  6. I think the Diplo screen can ultimately be as large as 1000x744. Just a small margin around the sides.
  7. Everyone needs to make sure to like and subscribe to channels that post 0 A.D. content!
  8. The diplomacy window needs redesigned. Maybe I can make a mockup for it (which will of course include plenty of space for names).
  9. Well, actually, this newest biome only have 4 unique textures. It pulls textures from other biomes to make a new biome, so takes up a low amount of disk space for a biome. Going forward I'll be doing this a lot to save space and download size. The other biomes already share a lot of spec and normal maps.
  10. They can be made, and with the map resizing feature added an alpha ago, making larger versions of maps is a lot easier. I just don't have the time to do it. I wish we had a more active mapping scene that could help in this regard. I can make the 1v1 maps and then the other mappers can make 2v2 and 3v3 versions. *This reminds me of a feature I'd like to have in the game. A way to "link" skirmish maps together so that in the game setup screen they act like random maps. So, you'd choose the "Zagros Mountains" skirmish map and then you'd have number of player options based on the versions of that map available. 2 players, 4 players, etc. So the map selection screen wouldn't be full of multiple variations of each map.
  11. Those turbans are awesome and would be useful in the base game as well as mods.
  12. I've committed the new Persia biome and the newly updated Zagros Mountains skirmish map to showcase it.
  13. Probably: Mesoamerica_Tropic Mesoamerica_Temperate Mesoamerica_Arid
  14. I would actually really like that. We already have the HD addition, so I would love to see a quasi-sequel/retelling, with similar story beats and characters, but all-new details.
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