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Everything posted by wackyserious
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Yes, I also want the main game to have one, we will be using the ones above for Millennium AD to add ruins in game maps. I'm still thinking on how I can add details to the pieces, maybe adding a plane above the meshes and map moss/vine textures on it.
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Here's my current .blend file ruins.blend
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@LordGood @Enrique @Lion.Kanzen Ruins should come as set pieces and not as a whole entity, a person can then assemble ruins from the different pieces. For example, the Lion Gate can be interpreted as something like this (Currently I only have 3 pieces, and not of good quality, textures are dependent on the roman_struct2.dds texture) Set piece examples:
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Alright, I'll start a topic about the ruins set on the Art Dev forums.
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[Scenario] Western Mediterranean (5)
wackyserious replied to Palaxin's topic in Scenario Design/Map making
@Player1 You just need to wait for @AtlasMapper to comeback, last time he was online was on April 04 (Based on his profile stats) -
@stanislas69 I updated the attachment above, I managed to retain the detail by adding a graycolor below, then merging the layers, then again, cropping and lowering the opacity.
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Solved! It affected the texture when you changed the contrast of the image (Just crop the two affected parts and create a new low opacity/player color compatible texture) Here's my tweaked one, tho the cloth texture are not very detailed on this one (also, top one is still not changed, I only tweaked the two player tex below)
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Where are the banners and cloth mapped at? I checked the structure texture and the only thing with transparency are the red colored things below. I'm not sure if the default player color caused it, I only asked Niek to tweak the allocated RGB in the .xml file
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Maybe I can add vine props above the ruin meshes, I still can't model advanced things like arches.. Textures are dependent on roman_struct2.dds texture Currently there are 3 meshes, obstructions are the same as the stone fence I discussed the other planned pieces here,
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Yeah, I think we should, to depict better historicity, since the Anglo-Saxons didn't fully relied on cavalry. (Some players may also start spamming cavalry at village phase, which is kinda lore breaking)
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@Lion.Kanzen Yes, that was what I had on my mind, something like this (Though I am not sure if this is architecturally correct..) )
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(Stables = Town phase structure) We can make the border horseman as a Town phase unit, make them trainable only at Stables
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This is how I wanted to use the ruins eyecandy
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Could not load mesh in game
wackyserious replied to wackyserious's topic in Tutorials, references and art help
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Could not load mesh in game
wackyserious replied to wackyserious's topic in Tutorials, references and art help
Ah, I totally forgot about that one, thanks! -
Could not load mesh in game
wackyserious replied to wackyserious's topic in Tutorials, references and art help
Thanks! It worked, but why was my mesh off-scale? I imported a .dae file from the game to base my mesh on it, but the my model looks so small on Atlas.. by small, I mean a really, really tiny one.. -
Help, can someone explain to me why I'm getting this error? I followed the basic 3d implementation tutorial on the wiki, but I get this error when check the actor file on Atlas [ 755.875] error: art/meshes/props/ruins.dae: Assertion not satisfied (line 569): failed requirement "mesh is made of triangles" [ 755.875] error: Could not load mesh 'art/meshes/props/ruins.dae' [ 755.875] error: CObjectEntry:: BuildVariation(): Model art/meshes/props/ruins.dae failed to load
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Thanks! Reading this one really helped me a lot https://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics I'm not sure if I'll manage to finish all the ruins piece.. that one mesh took me hours to complete.
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The barracks looks cool! Stan, here's what I have in mind about the ruins that I discussed at I installed Blender and watched tutorials again earlier today and made this, UV mapping is really painful.. (scale is the same as a single short stone wall)
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- 2.) and 3.) are most likely the common ones - 4.) is very much similar to 3.) only with aventails, plus brass parts - 1.) was more likely ceremonial or onamental (including this would be optional, IMO)
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@stanislas69 Nice! The cloth on the bench + the shield makes it very distinctive, we should also use it on the Civ Center. But Le Druide Gaulois mentioned that there was already a concept for the barracks. We can maybe use it as a placeholder for the mean time. Here are some concepts for the market, it uses the Atlas stall entity/props (The one on the right also uses two bench props)