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wackyserious

0 A.D. Art Team
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Everything posted by wackyserious

  1. This was from the British Museum image gallery. Was the Eastern warrior depicted here a Scythian mercenary or not? This is what inspired me to put some armor on the actors. The scale armor was an assumption based on the idea that they wore light armor, same with the padded armor.
  2. @Nescio Would something like this be appropriate for the basic rank archer? I was thinking of plain simple long sleeved tunic and trousers (We currently have the textures which are used by the basic rank Persian spearmen)
  3. This is an overhaul for the Scythian Archer actor file. It is based on amphorae illustrations of Scythian mercenaries, some will be armored like how it was depicted in the amphorae.
  4. The rider actor file for the Ptolemy IV unit will be updated to the one above. It follows the details in the faction design document and was worked on as suggested by @Stan` It is possible that I will create a variant that uses lorica musculata instead of the copper variant of the vergina armor above.
  5. I will commit the updated actor files for this week. What could basic Sogdian archers use for their texture in the current texture asset? Could you recommend The same for these three. Thanks!
  6. Non-matching voice-set for DE citizen is quite noticeable when playing it.
  7. City-building and map making for me. I treat the units as scale models and the process of map making as creating an awesome diorama. To be honest, I find myself most of the time not playing the game but creating historical diorama which fill something deep inside me. I stare a lot at the game assets, to be honest. I really love the feeling of immersion that the game offers.
  8. Hard to find good images since little information is documented online regarding the local trees. Google could be a little misleading as it could point you to other related species instead of the one you are searching for. I believe Lordgood is going in the right direction with his choice of trees. Also, the tree of fruit is very abundant.
  9. @LordGood Basically had most of the trees that I see around here in the Philippines and I am really happy about it Not really that knowledgeable on trees found on deep rain-forests, what I recommend here are common trees in grassland areas. So far, bamboos and mangroves are great and are really very common and widespread. Local names for the places in the Philippine Archipelago are often derived from the local flora. i.e. the City of Malabon in Metro Manila is derived from the malabong which translates to abundant in bamboo shoots. Other trees that are common sight. Indian almond tree - locally called talisay trees. The catappa is very common here, a municipality in a province south of where I live was even named after the tree. Mango tree - Mango is considered as the symbolic national fruit of three nations (India, Pakistan and the Philippines) Tall grass - Really tall, sometimes exceeding a meter in height, and it is not always green, specially on grasslands which are exposed to the sun. It is only green for a month or so, it is mostly dry and withered most of the year, and really thick.. this is why bolo knives where very common back then. Some images of other trees
  10. If we will slowly work on it, if implemented, this could work. But I am concerned with the prop point issues which was brought in to question a few months ago. If we will be given permission, I would want it to be a full armor mesh, to make it more modular and customizeable. i.e. Tunic with sandals + armor Tunic with greaves + armor Long sleeve tunic with boots + armor Etc.
  11. Yes, like this one. Thanks Can you double check it in the mesh folder. Last time I was working with the Celts, I noticed that we lack this one, not really sure if it is not really in the folder. Also, this one, although would this cause difficulty in UV mapping?
  12. @Alexandermb Linothorax shoulder pads had many variants, this would mean that we will be having numerous meshes, also most of the textures will have to be recreated. If something like this would be implemented, I think that it should be a full armor similar to what Rome 2 implemented. With a UV similar to this one
  13. m_armor variant for naked mesh? Do we have one?
  14. Is it possible to make capture attack as an area of effect and auto-attack? (More like an aura that drains loyalty points) This way units will not bother to switch attacks or capture enemy buildings but focus on combat. Capturing will also not be limited on who fits on the footprint. Dozen of units are slowly getting mowed by guard towers just because they cannot overpower the garrison, ignoring the fact that the attacking units are far more superior in numbers.
  15. Yeah, this had me thinking, that I should create a new cuirass variant with narrower gap. The problem is that the armor mesh is too wide, so I had difficulties with putting the neck gap at the right position and circumference. Also, there are a lot of variety from artifacts. The old texture had the perfect fit, but when used with the new armor mesh, the shoulder area is too broad. So the newer one with less gap between the neckline will use the normal mesh and not the armor variant.
  16. @Stan` is the caretaker of the Thracian project, although if the additions only affect the unit roster, it should be good to push. The last time I tested the mod, the faction is not yet deemed to be playable in a single match due to the lack of units and some undefined parts of the civ file.
  17. I will proceed to commit these materials tomorrow if there are no more objections regarding this thread.
  18. Could you push the commits to https://github.com/0ADMods/thracians as well? Thanks.
  19. Bigtiger was able to produce good quality grass textures (part of the large commit for his asset) was it also 512s?
  20. How could I manually define the minimum zoom in level in the game? Is it possible to do it in the game console?
  21. Adding this here for inspiration, each unit has a unique audio response for better distinguishability. Like how hoplites respond hoplitae when selected. My observation here is that a player will not have to zoom in or read description of each unit.
  22. Would really love to see Advisors on the UI, our 3D artists could use makehuman to create UI art if something would be planned
  23. @Viking84 We do have them in mod options. Just download the latest alpha version (which is Alpha 23) then: Run the game, Go to settings menu Click on mod selection Look for: Millennium AD mod Download, activate then save mod selection Enjoy playing I hope this helps you.
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