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Everything posted by wackyserious
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I can help with the unit textures, as long as there are good sources, and that the details are not that complicated or hard to create.
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A good article about Norse shields during the Viking age http://members.ozemail.com.au/~chrisandpeter/shield/shield.html
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Serpents/dragons were also very common in Viking age art, specially Nidhogg. Nidhogg (A dragon entangled in the roots of Yggdrasil, it slowly eats the roots of the world tree while waiting for Ragnarok) Jormungand (The serpent that encircles the Earth)
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I'm thinking of adding new Norse shield textures that depicts boars, but I can't find a good source.. (I found Celtic ones tho, similar to the Gallic warship sails but that would be inaccurate if we'll use those.) There were three named boars in Norse mythology, Gullinbursti (Freyr's) Hildisvíni (Freyja's) Sæhrímnir (Served as food in Valhalla)
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Thanks!
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I'll have to read about that, I'm fairly new to 3d modeling..
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This happened when I added the Rome AO, normal and spec maps.. Also, why does my mesh have textures/faces inside it?
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Is it possible to make entities unselectable, or even unattackable and unselectable? Like how props are, but with obstructions, so that mobile entities won't just pass through them? It would be cool, map-making-wise, if some of the props had obstructions..
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Here's a .png image of the celt_struct.dds, 1024x1024, transparent cloths based on the Millennium AD texture edits.
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Stan, can I ask for a variant of the middle one? Can you add an aventail to it? like the one on the right. Excellent work, by the way.
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What about deteriorated/abandoned structures of the current period? I used it in a modified version of Cycladic Archipelago to add abandoned structures on some parts of the islands. (On one of the matches, I managed to capture and garrison the tower before the AI started expanding, so when the AI colonized the island, the southern part of the island was under my control)
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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