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wackyserious

0 A.D. Art Team
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Posts posted by wackyserious

  1. On 16/08/2022 at 8:34 PM, Alexandermb said:

    Good to see you back working a lot @wackyserious. Quick tip: the whole structure is very good, only thing you will need later wich was a difficult task since its kinda complicated start adding random handplace vegetation around, is add with props bushes and moss over the walls or hanging moss on the watchtower to mix the building with the enviroment. Keep it up!

    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!


    FaethpfaIAEOZF9?format=jpg&name=4096x409

    On 16/08/2022 at 4:15 PM, Stan` said:

    Sweet. Wanted to see if I could give the texture some more panache :)

    Thanks, Stan! Feel free to give the repository some hit! :)

    • Like 3
    • Thanks 2
  2. 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)

    • Like 1
  3. 11 hours ago, CovenantKillerJ said:

    Cheers, and thats a shame. How did @wowgetoffyourcellphone do it?

    I recreate his methods by doing Atlas screenshots with the solid black background from its actor viewer.

    image.png

    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)

    • Like 1
  4. 14 minutes ago, Stan` said:

    That's a nice mesh. Did you make it?

    No, I just found it and linked it here for reference. :)

    By the way, I am making the civic centre upgradeable through phases and I am not quite sure how to copy the upgrade tag from the sentry tower


    I highlighted the part that confuses me in red, I've seen the wallset and gates and it uses the "<Gate></Gate>" whatever it is called similar to how it is referenced as <Tower></Tower> below,

    My question is what should I put in there if I want my village phase civic center to upgrade into a town phase one, I get the entity reference part but what I don't get is how the ones I highlighted it red works..

    Quote

      <Upgrade>
        <Tower>
          <Entity>structures/{civ}/defense_tower</Entity>
          <Tooltip>Reinforce with stone and upgrade to a defense tower.</Tooltip>
          <RequiredTechnology>phase_town</RequiredTechnology>
          <Cost>
            <wood>50</wood>
            <stone>100</stone>
          </Cost>
          <Variant>upgrading</Variant>
          <Time>100</Time>
        </Tower>
      </Upgrade>

     

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