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Posts
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Everything posted by Alexandermb
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@wackyserious committed the armor and added to the units however had to disable the chest band because that one clips too much with the full cataphract base armor (the one that will be used for any full armor) i like very much what you did with the stones . I would like to congrats everyone for colaborating with the mod work since the carolingians where disabled for some time now they are properly playable and have an almost done full unit tree. Anglo faction no longer have buildings placeholders. Norse faction no longer has celt ship as ships neither ram. It wouldn't take too much time to start working on the byzantine faction since the 3 base factions are nearly done.
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Possible Game Optimisation for Next Update?
Alexandermb replied to Gyrion's topic in Help & Feedback
Could be possibly, nowadays the blender rigging options allows to auto influence however i don't belive the low 10 fps are related to graphics since my pc is quite old and the only zones i get 10 fps are in HUGE maps like Egypt or when the pathfinder do his things with 300 units or more. Amd sempron 145 single core 2.80Ghz overclocked to Athlon x2 3.20Ghz 4GB Ram 2x2 Samsung 2 Sata drive Total 500gb And Nvidia Geforce GT520 -
Yes, those colors match better with the lorsch abbey and church texture. Baked a cavalry armor in case armorican cavalry could end being the cavalry champion (will make a saddle too) Enabling GPU Skinning:
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Tested and working. I belive theres already Domestic as class for sheeps and trainable animals.
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Replaced xion_civil_centre_unpacked to xion_civil_centre and now they properly expand @mimo thanks for the suggestions. Also replaced the phase superseeding Added the tech for limit nomad features to xion only. Nope, that was testing months ago for see if the mix between stable and corral worked however they may need any sort of advantage from hearding since they won't be able to build farmlands.
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Added Corral to visible classes however they didn't build it neither but at least they are doing something, and the ia send both archers in the first attack
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Make sure to update the mod folder i have the civ buildings in atlas and doesn't seem to show again they were related to the cow skins on the floor
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They should be fixed now, thank you very much for the report.
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The anglo faction is using the gaul tower as placeholder shouldn't they use the same tower they have in the private fortification (fortress) as seen in the book Osprey Fortification in Wessex
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The normals i baked them from blender first and tested, wasn't doing anything then did a few test on gimp normalmap filter and had no luck until i did that one (only the stone zone is the one i changed the other was at it is) and they didn't had any specular map texture, look at this:
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Those are related to xiongnu, they were fixed before but i belive changes weren't saved, i'll fix them.
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i'll leave textures there so you can choose wich works however the gray ones needs to be updated. Here spec map and normal map:
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for some reason parallax doesn't want to work on civil centre or other buildings with their texture even when is enabled on actor
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That texture set was a tinted one i did with the roman texture pack for make the lorsch abbey since i didn't know how to make textures i just grab the closer one and painted. That can be changed for this stone type properly
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I mean is okay it fits perfectly for have different texture sets, i'm concerned about anglo saxons using same gaul texture set and norse having all full of brown
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this is some example of what i mean before, the black zones need a strong black to allow be seen from afar whitout become a single colour or loosing a lot of detail since players won't be able to get too much closer to the buildings whitout touching camera configuration (I'm still figuring out what i'm doing). Pd that yellowish rock texture is:
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undefined discussion subject
Alexandermb replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
Even if the history says that we still need it, officialy Maduro is no longer president since two days ago IIRC (Even when he never was legally president so he is now double illegal dictator) recently the traitors after a lot of pressure of the citizens they did what they had to do a long long time ago, so our "Millitary Forces" are forced now by the law to remove from the charge Maduro but they wouldn't we can only hope on another international forces and we need a mass cleaning of our millitary forces since most of them are criminals and they will remain doing harm to people with or whitout president so yes, belive it thats our only hope no matter what. -
The yellowish touch of the middle texture is good but the problem in the roof is the same i had before with some metal and wood textures when baking the shield, if the base colour is dark it may need another colour even more darker for dirtyness but also for little details, can you share the texture pack so i can have an idea how its the roof or from what is made so i can try one on procedural later?
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This are for now the caro structures we have, my priority is finish those that still are anglo buildings for properly caro buildings. Church replaced now its market and a new desing for Fortress, walls there are plenty of walls desings in this forum somewhere that i can use later but market and fortress have higher priority since temple is done (has about same lenght and height of the roman temple maybe a little more)
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Sorry that picture didn't had parallax enabled:
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so, their textures could be rectangular bricks and not stones like the ones i used as caro B.
