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Alpha975 last won the day on October 3 2015

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  1. This is an awesome idea, indeed Looking very much forward to it! This might be just the thing we need!
  2. Thank you very much Yeah, I'm pretty sure one will not get all details right on the first try, so an iterative process with testing and refinement should be employed, until the players like it Oh yea, that is a great idea: just determine rigging based on the distance the ships have to travel. For for voting that would be option D Hm, yea garrisioning siege engines. Here we have the problem that if we allow the player to garrision artillery and it attacking enemy ships, somebody will just take the biggest ship and load it up with ballistas, while the ship itself only has deckspace for, let's
  3. Also, traditionally, a tiny update: New details for the prow of the roman 5.
  4. Hm, that's a good question. In my opinion, in any case we have to consider the case where players want to play an island map. In this case it is possible that almost all engagements happen at sea. If we still want the game for the players to be fun, we would have to make the naval battles at least as fun and engaging as land battles. So the level of player management and involvement for both should be at the sweetspot (not sure we are at it with the land battles yet ). It should never feel like a hassle, and never make you bored. Generally, we also will always end up with less ships than we w
  5. Thank you all very much Good question. I haven't specifically searched for this in the literature, but here is what was in some of the literature I looked through to gain insight into ship-building much later: The first mentions of naval battles were around 3500-3050 BC [2]. If I remember correctly, minoean ships looked pretty much the same, independently of their purpose around 1650-1500 BC [2]. The first ships that could be identified as the predecessors of the later monoremes were developed around 1200 BC in mycenaean greece [1,3] and around the same time there were also depictions of th
  6. Ok, another tiny progress report. Finally, I finished unwrapping the main part of the high poly model. Here is how the model looks like (including a few very tiny changes): Now onto getting a nice version for the game engine So, first part of the low poly model are the rows. Here is a comparison between the high quality model (back, 148 faces, 296 tris), the early, placeholder low poly version (middle, 18 faces, 26 tris) and the new low poly version (front, 12 faces, 20 tris): And after some baking, the new one starts to look passable for its poly-count :
  7. Hm, yes. Would be great if somebody would help with coding. Some more UV unwrapping and detail-work on the high poly model:
  8. Thank you very much Yes, if the coding supported this, we could even give the player a toggle button, where he/she could raise or lower sails depending on whether extra speed or extra ship defense was needed. That, together with possibly ramming, boarding and equipping ships with artillery, could give naval combat quite a nice shunk of tactical options ... one could even go so far as to create and record (possibly youtube?) a combat tournament so one could see which of these options are actually useful to the players. If it were up to me, I would even go so far as to support partial damage to
  9. You're welcome. Nope, the wooden texture is by fabooguy: http://fabooguy.deviantart.com/art/Bright-Wooden-Floor-Texture-Tileable-2048x2048-421883267?q=gallery%3AFabooGuy%2F50943294&qo=0 It's free to use for whatever (and saves me the hours in efforts trying to create high quality ab initio textures). Hm, yes, might still take a while Yes, I was thinking about the rigging. I was wondering if we even want sails. In combat ships removed sails, ropes etc. from the deck (basicly anything another ship could grab onto with a hook) to avoid being forced into a meele on unfavourable terms. There m
  10. Alright, as promised: some baking. 1. Take the high poly model you want to bake down. For this example, it will be the main part of the roman 5: 2. Model a very low poly model around the part you want to bake. Here is only has about 32 faces (64 polys). Some hints with this step: try to leave out small crevices and the like, approximate high poly, but almost even surfaces with single polys. The prime goal is to produce a model that looks fairly close in siluette from almost every angle to the high poly model and sticks somewhat close to its surface (to ensure a good bake). For game engines: I
  11. Sure, will do Sorry, I was rather busy the last few months, but more free time is ahead
  12. So, as promised: a few screenshots with notes. Here I remodeled the ventilation meshwork at the side of the roman 5. Step one, the model with the old one removed. Step two, model only two wooden beams, uv-map them, use mirror-modifier (for right-left symmetry). Step three, use the array modifier to have as many of them at hand as one wishes. Step four, use the curve modifier, together with a curve (nurbs in this case), to have the mesh fit the opening. Also change the array modifier from fixed count to fit curve length. Step five, apply modifiers and manually adjust vertices when needed (u
  13. Sure, will post a few annoted screenshots next weekend. I'm pretty sure I can still learn a whole lot and there are plenty of things you can teach me
  14. Well, several tricks can be employed. For instance all meshworks will be baked so they don't need polys. They currently make up most of the excess polygons. Additionally, I already made the model very low poly where ever I could. The oars and shields are already rather low poly (oars are 18 faces per oar, makes 3k in total ... but will be made even lower poly ... ingame they are currently 4 polys per oar but that is slightly too little in my personal opinion). Because I'm lazy, everything is currently also modelled with symmetry modifiers, arrays, curves etc. And of course nearly all small cre
  15. Currently around 24k vertices and 15.4k polys equating to around 28.8k triangles. After baking and low poly model that would be around 1-3k polys.
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