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Everything posted by wackyserious
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Biomes : South China conceptual maps.
wackyserious replied to Lion.Kanzen's topic in Scenario Design/Map making
Will this work? -
Skirmish Map: Mountain Outcrops (4)
wackyserious replied to wackyserious's topic in Scenario Design/Map making
Not literally Mesopotamia with the two rivers, but something like a spot of land in the region with a Mesopotamian biome, one is dry the second variant is semi-arid. -
Skirmish Map: Mountain Outcrops (4)
wackyserious replied to wackyserious's topic in Scenario Design/Map making
Mesopotamia I Mesopotamia II -
Commit update: new props, maps and added an infantry skirmisher for the Eastern Europeans.
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Download file: xiiiad/maps/skirmishes at main · 0ADMods/xiiiad (github.com)Download map icon: xiiiad/art/textures/ui/session/icons/mappreview at main · 0ADMods/xiiiad (github.com) Mediterranean biome variant:
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Download file: xiiiad/maps/skirmishes at main · 0ADMods/xiiiad (github.com) Download map icon: xiiiad/art/textures/ui/session/icons/mappreview at main · 0ADMods/xiiiad (github.com) Alpine biome variant: Mediterranean biome variant:
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Another map, Mountain Outcrops. Battle your opponents for the dominance of the central uplands.
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Okay, let me see if I can do something about it.
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A map I made for the mod, hopefully it could also be accepted in the main game.
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Sorry, I forgot to change the game version compatibility in the .json but this will be compatible with the coming alpha and with the latest SVN version
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Major commit over at https://github.com/0ADMods/xiiiad happy testing everyone! Please do give your feedback here, thank you.
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P O L O V T S I A N S (The Kipchak - Cuman Confederacy) as a part of the XIII Century AD - Steppe People faction
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Steppe faction units
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Thanks! Yeah, putting props on structures is kinda hectic haha, I am currently working with the Steppe People structure set, I studied your Xiongnu art set and tried to recreate it in the mod. Glad to see you around, buddy! Thanks, Stan! Feel free to give the repository some hit!
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Currently re-using the Western European art assets for placeholders, I have just committed the partially complete faction over at the repository https://github.com/0ADMods/xiiiad
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Not yet, I am fixing some stuff right now then will commit it later
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I started working on the Eastern European building set, other than that I still need help porting the Islamic and nomadic factions, thanks!
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http://members.ozemail.com.au/~chrisandpeter/kirpichnikov_helmets/gallery.htm#nevskii
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https://www.moddb.com/news/pechenegs
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I don't have much knowledge on Eastern European medieval society, I am basing most of the faction on 1212AD's roster https://www.moddb.com/mods/medieval-kingdoms-total-war-attila-version/news/medieval-kingdoms-total-war-kievan-rus-revamp Another problem would be the buildings, I am thinking if I will just copy the Norse building set from Millennium AD. If someone could port the xiongnu assets and make a template for a faction code: step (steppe cultures) into the mod, I can work on the art assets so that we can incorporate a nomadic faction into the mod. The same goes for a Islamic faction if someone could port and modify the Ummayad assets and files from Millennium AD, tho I am not sure what code to use, isla(mic) / sara(cen)/ musl(im)
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My Boyar/Voivode, the Druzhina are now ready for battle.
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I recreate his methods by doing Atlas screenshots with the solid black background from its actor viewer. Then I do it manually in graphics editing software: 1.) Magic wand or smart select the black background and remove it (making sure that the unit image is still intact) 2.) After that duplicate/copy the cleaned unit image layer 3.) Modify the brightness to 0 (basically turning it to black 4.) Use Gaussian blur effect on the black silhouette layer 5.) Add a new layer above with the glow color of your choice (mine, similar to wowgetoffyourcellphone is close to bronze in the sample) the blurred black silhouette and clip the layers so that only the colors will transfer to the blurred silhouette 6.) Put everything together and add a black background again (reminder that portrait icon dimensions are 256x256 pixels)
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I think this model just needs a retexture or recolor, plus make it less rectangular by adding more details like low walls or other objects similar to how the Ptol civic center was visually balanced with obelisks and statues.