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wackyserious

0 A.D. Art Team
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Everything posted by wackyserious

  1. I based the colors here, doesn't look that saturated from a distance, maybe only because the background was plain black. No, don't worry
  2. @Sundiata How about this? Nubian Elite Spearmen Edited the ones below, the cloth sash and the cloth wrapped around the shoulders is supposed to be a single piece. As you mentioned.
  3. I personally set the saturation level to 0, to remove the color then reduce the opacity/transparency between 5-15% Color of the area to be marked with player color must be close to a gray with RGB of: R = 150 G = 150 B = 150 Something close, between light gray and dark gray. Also, use a layer that will serve as a player color checker/tester put in in the most underneath in the hierarchy of layers in order to test the colors more efficiently Default game Player 1 (Blue) has its RGB defined as: R = 021 G = 055 B = 149 With these you can properly experiment with player color, take note that you can overwrite .png files while Atlas is still running, this saves time, you just save a revised version elsewhere then copy it and replace the one in your mod directory.
  4. @Sundiata You double checked their creative licenses right? @stanislas69 @LordGood I will add the cowhide textures gathered by Sundiata to the mod.
  5. @Sundiata Do you still have the .psd or souce files? I only need the white areas to include it in my source file? I forgot to mention that before I slept. Sorry
  6. @Sundiata In case you want to help in creating patterns. Just paint the patterns in plain color and save it in 32bpp PNG format (I use layer clipping a lot)
  7. The texture is found below the screenshot, it has a very low resolution though. 64x128
  8. @Sundiata @LordGood The only issue that I encountered is that I have to rotate the texture from 64x128 to 128x64 to match the UV Front Back
  9. @LordGood Yes I''ll just wait for the mesh so that I can view the UV and properly position the texture
  10. Can you explain this process? I'll work on it. I'm confused as to how this will work since there is only one mesh.
  11. This will double the number of textures, which is currently 6, for the cow hide. I suggest that we distribute the solid wood / laminated or segmented / wicker in the current textures. Which means there will be two or each in the total number of 6 cow hide textures. This is to save space and reduce the complexity of the files since the detail is only located at the back of the mesh and is not really that prominent during gameplay. What do you guys think?
  12. @Sundiata I slightly modified the bottom part of @wowgetoffyourcellphone's texture
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