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Everything posted by wackyserious
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===[TASK]=== Differentiating Britons and Gauls
wackyserious replied to Mythos_Ruler's topic in Official tasks
1.) Open the actoreditor.exe located at your game file directory inside the binaries/system folder, I use the SVN version so my path would be (0adsvn\binaries\system) 2.) Using the Actor Editor open the .xml actor file that you wish to modify. 3.) Below -
===[TASK]=== Differentiating Britons and Gauls
wackyserious replied to Mythos_Ruler's topic in Official tasks
I'm currently in the process of upgrading my textures to 512x512, as suggested by Enrique. I'm hoping that I can have plenty of free time to work this summer. (GMT +8:00H) -
===[TASK]=== Differentiating Britons and Gauls
wackyserious replied to Mythos_Ruler's topic in Official tasks
The ones in my screenshots uses object color, an option in the actor editor which allows you to assign a color to the alpha channels. The game uses player_color as a standard, so that you can easily distinguish the ownership of units in the game. In-game player colors are highly saturated to make it very noticing to the players. You can create a mod for personal use that utilizes the object_color option, just like what I do. I assign multiple object color variants just like what I did in the screenshot below Notice that the clothing colors are different? They use object_color variants, while I left the shields as how it was, using player_color so that I can still distinguish which units do I own in the field. I hope this helps. -
===[TASK]=== Differentiating Britons and Gauls
wackyserious replied to Mythos_Ruler's topic in Official tasks
More at http://www.rupestre.net/tracce/?p=7104 -
http://lcmccabe.blogspot.com/2008/01/thursday-afternoon-in-paris-armor.html http://bp1.blogger.com/_1cpLQiYiscQ/R40jthVYu1I/AAAAAAAAAn8/aPwAjCqfF4I/s1600-h/IMG_0816.JPG http://bp1.blogger.com/_1cpLQiYiscQ/R40jwhVYu2I/AAAAAAAAAoE/-33QGvMpEdw/s1600-h/IMG_0815.JPG
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http://news.nationalgeographic.com/2017/02/viking-warriors-battle-reenactment-360-vr/
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- millenium a.d.
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I'm in the process of constructing an academic text (thesis) for school and I was thinking of utilizing 0ad/Pyrogenesis to help me with my paper. I'm planning on generating a mod which will help preserve our local history and culture and it will be used in an experiment to see if using video games to demonstrate Historical events help in boosting the academic performance of 3rd Millennium learners. Is it legal to use the game in my academic paper? What are the things that I should take into consideration if I will use the game in my Thesis? Thanks!
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We can slowly work on the textures Most of the unit textures are already done, I just need to add some necessary details. I can say that I am quite back at working on textures, let's just hope that nothing will require my time and attention anytime soon. (real life stuff)
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@Enrique Very possible, but it might take a long time, I'm quite occupied with different things right now, I was able to work with the textures lately because of the Holiday vacation. I would also like to join and officially enter the WFG art as an texture artist, if it is possible? But I can only contribute and work if I have plenty of free time.
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===[TASK]=== Differentiating Britons and Gauls
wackyserious replied to Mythos_Ruler's topic in Official tasks
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===[TASK]=== Differentiating Britons and Gauls
wackyserious replied to Mythos_Ruler's topic in Official tasks
Managed to get some time to work on the textures. I've taken the liberty to create my own details, please do correct it if you see inaccuracies in the design. . -
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Like half of the Ring fortress? A semi-circle wooden wall with few houses and docks. We should also make Norse tents, we can use them as props. Here are some references,
- 680 replies
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- millenium a.d.
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@niektb Yes, exactly
- 680 replies
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I like that idea, a unique/special military colony building. Resource dropsite Trains basic infantry units Can train/build ships Can be garrisoned like military colonies Can only be built on a shoreline, like docks
- 680 replies
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- millenium a.d.
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Cool!! Here's another reference for the gate (The bad thing was that, I lost my source file for the wall concept.. So I am not sure right now on how I'll create the concepts for the wall_tower and the gate) We could also create and add a Viking Longphort structure (Something that will act like a Brythonic crannog, a dock-fortress or dock-civic centre hybrid. Here's a sample of what a Longphort that have evolved into a town looks like.. (We can make a miniature version of this, which will serve as the mesh for the longphort) The Norse had established several langphorts in Ireland during the VIking Age, several of which had evolved into towns.
- 680 replies
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I want to work on the unit textures so badly, but I'm really occupied at the moment. it is nice to see fellow members motivating mod content makers. Thumbs up!
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- enthusiasm
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Yes, curtain walls (skirmish) vs. thick walls (scenario) We can also elaborate the current wall variations to add more flavor Curtain wall (Thin) - low cost / low hp / quick buidling time / garrison (disabled) Average wall (Current) - medium cost / medium hp / long building time / garrison (enabled) Thick wall - high cost - high cost / high hp / takes ages to build / garrison (enabled/more slots)
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SH Crusader 2 reintroduced units being able to attack stone buildings via pick axe building-attack animations.