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wackyserious

0 A.D. Art Team
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Everything posted by wackyserious

  1. 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.
  2. Here's my current .blend file ruins.blend
  3. @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:
  4. Alright, I'll start a topic about the ruins set on the Art Dev forums.
  5. @Player1 You just need to wait for @AtlasMapper to comeback, last time he was online was on April 04 (Based on his profile stats)
  6. @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.
  7. 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)
  8. 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
  9. 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,
  10. 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)
  11. @Lion.Kanzen Yes, that was what I had on my mind, something like this (Though I am not sure if this is architecturally correct..) )
  12. (Stables = Town phase structure) We can make the border horseman as a Town phase unit, make them trainable only at Stables
  13. This is how I wanted to use the ruins eyecandy
  14. Anglo-Saxon monks surveying the Roman period church ruins.
  15. It worked, thanks! I just need to learn about obstructions.
  16. 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..
  17. 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
  18. 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.
  19. 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)
  20. - 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)
  21. @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)
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