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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. For Tachara and Hall or Tachara only ?
  2. Gonna be away this weekend, have the mod file to give it a test. Most of the Pers/struct added. Pers_decals.zip
  3. Done: Arsenal Houses (A to D) Storehouse Barracks Forge Market Fortress Hall
  4. Finished with the hellenic civ's, next its time to achaemenid's: Opening the thread to receive advice and recommendations.
  5. Mod file ready to test: hellenic_decals.zip
  6. File ready for game: i need to get used to gitea so if someon else want to comitt it after adding icon and gameplay attack adjustment's go ahead. Bison.zip0.A.D - Bison.blend
  7. I had issue fixing one problem to end with another, after replacing the monitor i bought an UPS to keep it safe but had an electromagnetic interference because of a cheap HDMI cable that comes with the monitor but i replaced the whole graphic drivers thinking it was GPU issue's so basically blender 4.0 died for new AMD drivers. Note for self: Normal bake output compositing nodes (Don't touch again): Mossy wall tower decal:
  8. Update: Managed to make a food.chicken specific resource and the UnitAI component to read the specific resource type to play the chicken specific animation: For testing purpose chicken is a single gatherer only and only 10 food. UnitAI code line modified:
  9. Noted! tomorrow i will have a new monitor from warranty so i will do more adjustments tomorrow my eyes burning since im using a 32 inch tv as secondary monitor while i wait. For the rest of the decal's any advice? if no objection so far i will start with the sandstone for persian empire and for the mauryas i have in mind some mossy/mud spart like decal.
  10. Yes, need to make a spherical+noise gradient to make the same fade out on the radius.
  11. Gradient to keep the last cobblestone and fade out:
  12. thats what i did, but the shaders are mixed continously, texture is to decide wether is dirt or cobblestone, another to make the dust above the edges to blend seamsly with the cobblestone and the gradient is to give the fade out effect in the dust at the end so it blend with the enviroment. More complex but allows the render to capture the image whitout baking but just a single 15 secs rendering.
  13. I've made a vertex paint to be able to decide were it would be dirt (shader b) or cobblestone (shader a) then connected the fac output to the fac input of mix shader. Also a gradient at the corners so the dirt would fade out to blend with the enviroment but keeping the last cobblestone so it wound cut at the end. But for round ones is a bit more tricky to do, need to experiment with spherical gradient.
  14. Norm layer wasn't being baked properly due to the mix node. now it is. Added some others buildings:
  15. Yep: Edit: i see now second normal didn't baked properly. i have to wait till i get my monitor back.
  16. Changed storehouse, since now i can add the dirt above the tiles: Color is just a matter of bake again so as long as the design is okay, i won't mind baking it again with another tone.
  17. @Stan` i can't see properly the colours with this monitor, is this ok?
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