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Everything posted by wackyserious
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Help in Blender 3D
wackyserious replied to wackyserious's topic in Tutorials, references and art help
Is there a way to join the vertex below, to the edge above it to create a straight/vertical edge in between them? Where the new vertex is connected or is a part of the edge above and not floating on its own? -
Help in Blender 3D
wackyserious replied to wackyserious's topic in Tutorials, references and art help
Thanks Stan, the key to honing the powers of a software really lies in its shortcut keys! Haha -
Help in Blender 3D
wackyserious replied to wackyserious's topic in Tutorials, references and art help
Thanks LordGood, It took a couple of re-reading but I kinda get the idea now. The technical terms confused me Haha It works Stan, thanks! So does that mean that It is okay if some of the faces doesn't have them, like in the rear part of the model above? -
Hi, I'm new to 3D modelling. what is the purpose of the diagonal edges in the faces in the image below? Can I just delete them?
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Hi and welcome, have you tried reading the wiki? http://trac.wildfiregames.com/wiki The wiki contains useful tutorials and guides on modding and working with 0AD. I'm also new here and a rookie in the modding community, I learned stuff from some members and from reading the wiki.
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An elephant joined my raid against the enemy...
wackyserious replied to Darksun's topic in General Discussion
The animal must've hated the Carthaginians for using him as a war tool -
Yes, some members are still working, tho, most of team members who contribute are occupied in real life and cannot contribute right now. I worked on some unit textures two weeks ago. Unit textures in the attached image are applied to both the old and new mesh, units on the left uses the new m_tunic_long mesh and the ones in the right are using the old m_pants_celt mesh
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I hope that the dev team would consider implementing this feature. It will add a nice flavor to the game.
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1.) What about a new form of resource, something like honor/glory points? -Can be used to train heroes and special units like aquilifers, centurions, arjos (Gallic nobles), etc. Let's say that a hero would cost you between 300-500 glory points. -Gained through researching, killing enemy units in melee, capturing enemy CC/wonders or killing an enemy hero. (Ex. researching a certain tech would give you between 25-75 honor/glory points and killing an enemy hero would give you 100 honor points or so) Edited: Champion units also cost little honor/glory. (1 glory point per champ.) 2.) An open/close to trade button in Marketplaces and Trade ports (A toggle button that can open or prevent trading with the structure, I always wanted to avoid AI ship/caravan spamming, 2 trade ships filled with merchants are enough to support a late-game economy, I also wish that the AI will be upgraded to use something similar to this so that it doesn't spam ships in Naval maps)
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Yes, a little bit harder but not that much. Imagine, 2 rams were able to tear down a fully garrisoned Carthaginian civic center and barracks while in the process of getting captured by a large group of spearmen. I'm also thinking that this has something to do with the ram's radius, because not all units will be able to surround and contribute to the capture threshold of the ram, only a selected few will be able to, and those behind them cannot contribute since they are not in direct contact with the object. So, when a ram is attacking and facing a building it also limits the number of units that can capture it. I've also read that because of the new pathfinder, there was an issue where slower units were able to outrun faster units. When the AI began sending rams to my territory my first strategy was to surround and halt them with my spearmen but the rams outrunned my men and was able to wreck havoc inside my territory.
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About battering rams, it takes long before you can capture one. Two rams were able to destroy several buildings and one of my civic centers before I managed to capture them both. I had a very plenty amount of spear infantry at my control during that match.
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ressources are not virtual... but real
wackyserious replied to JC (naval supremacist)'s topic in General Discussion
Also quite similar to the granary and stockpile system of the Stronghold series which makes economical destabilization as a possible strategy which you can use against your opponent. -
Thanks Niek, the scene is from The Elder Scrolls: Skyrim, it depicts the gate area of the city of Whiterun The title is from a running gag in the game, derived from a funny and overused line that the guard says. Those guys in yellow are Whiterun guards by the way. "Let me guess.. ..someone stole your sweetroll?" - Skyrim Hold Guard
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I'm not really planning to finish or publish this map, I just took some screenshots for fun. I made the guard textures this morning, shield mesh and texture are from Millennium AD by the way.
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Finally, I switched to SVN public version, 5gb.. I edited the neckline faults in the fur clothing and did a new basic shirt texture (3 color varieties) for norse citizen-soldiers. Please help me point out faults or historical inaccuracies, I still have the original files with me, I can easily edit any fault.
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It is the vanilla game shoulder prop that the spart_infantry_javelinist_b uses, the cape_hd_pelt.xml
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Thanks Stanislas, I was able to work with mods thanks to the tutorials that you guys in the Council of Modders have provided.
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Norse Infantry Textures - Fur Clothing. I will try to make more, props used are from Spartan Skirmisher (Shoulder) and Gallic Cavalry (Shield) Also, I don't know how to remove that brooch on the cape, Norse commoners cannot afford to have exquisite brooches.
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This tutorial was very helpful, thanks! How do you add prop variants? Say, I want to create a unit with different head props/variants.
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Fog of war inside areas enclosed by walls. (Quite the opposite of what the Ptolemaic Lighthouse does) -This is how a siege works, the besieger has no idea what is happening inside unless a spy is present inside the settlement. -Makes sallying as a possible strategy, an enemy will never know if you are planning to make a maneuver against them. I suggested three days in a row. I hope that I am not causing any inconvenience to you guys, I'm sorry.
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Implement a Hide actor/entities toggle button in Atlas. So that editing the terrain underneath an object/prop would be much easier.
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I'll try to find more referrences online that you guys can use. I'm eager to play the Millennium AD Alpha.
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"..men would wear a pair of trousers, most likely be made from wool. The tunic they wore would be long sleeved and quite long, perhaps down to the knees. This would be fastened at the neck by a brooch, and tied at the waist with a leather belt." "..the colours of the clothing ranged from muted beiges and browns for poorer folk, to the vibrant reds, yellows and blues of the wealthy." "..iron helmets, either hemispherical or conical in shape, and with some form of simple bar projecting down from the forehead to protect the nose, are very rarely found, and are more likely to have been worn by the rich and powerful or the hardened Viking than by an occasional fighter." "..additional protection from the knees to the neck was available in the form of a shirt of mail, sometimes called a byrnie." "..a large round shield, averaging about 1m (3ft 3 in) in diameter and made from parallel wooden boards, provided protection for most of the warrior’s body. An iron grip was held fast in the left hand, protected by a hemispherical iron boss that protruded from the outer face." Text source: http://jorvik-viking-centre.co.uk/who-were-the-vikings/what-did-the-vikings-look-like/ Image source: https://matthewgreatrex.wordpress.com/2012/12/02/viking-norman-weapons/ The armor that the archer is wearing is what a byrnie worn by the Norse would look like. Most of the byrnies worn in reenactments that I saw online had sleeves that reaches the elbows. Also, is it just me or does the round shield look a bit small?
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Is there a "To-do list" page or something where I can find areas in which I can help? I am familiar with digital painting and I think I can also help in texturing (soon) given that someone will teach me or send me a tutorial on how to work them and applying them to 3D models. I have Blender and GIMP installed at my computer, I tried to do 3D modelling last year via tutorials but I gave up Also, how do I make use of triggers in Atlas? I also hope that more Chinese flora props/units will be introduced in the next version of RotE, the Bamboo tree was missing in the props list, I need bamboo tree props for the Han maps. Lastly, is collision between props and actors planned in the future for 0AD?
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Hi, I wish to join you guys as a scenario designer and part-time researcher. I've posted some of my works at my ModDB page http://www.moddb.com/members/wackyserious/images I have a background in map and scenario design, I've designed maps using the map editors in the Stronghold Series which also has map triggers. I am also familiar with Atlas and attempted to do some maps using it. I like to read topics about world history and played a couple of historical video games and mods (Stronghold series, Total War series and mods, Chariots of War / Spartan: Gates of Troy, Praetorians, Emperor: Rise of the Middle Kingdom, Sudden Strike Series, Historical Mount&Blade: Warband mods and Historical Warcraft III custom maps) I mainly play RTS games. The Rise of the East mod brought me here, I am currently captivated by Chinese history specially the Late Han - Three Kingdoms period after watching the Chinese War Epic Red Cliff. Watching the TV series Vikings also brought me closer to Norse, Anglo-Saxon and Frankish history which your projects are also dealing with.