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Posts
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Everything posted by Bigtiger
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Thanks, I found them and they look really good. I'll test them to see how they work. I haven't had good results with attaching other meshed to root attachpoints on units .
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Having a cloud feature built in the map editor would be nice. @vladislavbelov Is it possible to add shadows to particle effects? I tried adding the castshadow into a particle.xml file but no luck.
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I would like to add more economy base buildings such as foundries which could generate metal, and maybe more passive generating resource buildings. Also game balancing isn't my best skill so most of what i'm currently working on for the mod is mostly experimental. There is alot that i'm still learning, but maybe we could collaborate in the future. Thanks, I thought I would have had this out last month, but I figured I release something more polished and less rushed so things are taking longer. This mod is also a project i'm doing on my free time so in one week things can move fast or come to a halt. More factions will be added, but which one's im not sure. At the moment three is all I can handle right now.
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Hello, Was wondering if anyone knows if its possible to change the shade of shadows. I'm testing to see if its possible to make cloud shadows move over a map, but the current shadows are very dark.
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I've been playing Sudden Strike 4 and the way they implement the details into their map terrain is beautiful and gives a realism feel. If that can be brought into 0A.D. we got a stew going!
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Thank you Strum, The buildings being clean has a purpose to it. In this time period the Teutonic knights would have been building many new castles in the Baltic area from the 12th - 13th century which were mostly built with a red/orange colour brick. I could add some more details to add some ware, but i'm adding more ware to the Lithuanian, and Polish structures as they were settled in the area way before the Teutonic Order. Example of a Teutonic Order Castle: https://en.wikipedia.org/wiki/Malbork_Castle
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Thanks, I'll send you a file with all their blender/textures files when they're all done.
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I was playing with the idea of filling it out with more decor, but being that I want to have more buildings for economy/military purpose i'm going to stay with a smaller foot print (20x30). By adding more buildings the idea is to have a city/town that will fill in the space around it, but in a meaningful/functional way. In this mod the civic center territory reach is going to be cut by half, bring things to a closer proximity.
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I'll defiantly lighten the leaves as they do look a little dark compared to the reference photo.
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Flora Update * Added more tree variations * Finished Birch Trees (Sliver Birch) * Improved textures for deciduous forest.
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It's difficult to find the right placement for the planes and getting the right textures. A trick I found to make trees seem more natural its placing the planes in an upward angle with a bend. Took forever to figure this out
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@ThuleDragon @asterix I'm currently not adding the Knights Templar at this time, as currently this is focused in the Baltic. Once certain parts for the mod are working, then more orders, western European countries could be added.
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The textures are all taken from photos that I took, and other textures are from the 0AD files. I've sign the waiver, but if further proof is required that these are pictures I took please let me know.
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Updated 16/03/2019 Hello Community, About This Flora Rework This rework originally started for a mod that I'm currently working on, which has now become a 0 A.D. flora rework. I hope this flora rework brings an enhanced and new enriching gameplay experience. This rework is still in development and things are subject to change. Flora Screenshots Deciduous Forest Pine/Coniferous Forest European Birch (Sliver Birch) Forest Planned Flora New version available. Textures have been improved and the birch trees have been added. Also more tree variations added. Download : Flora_Mod_Beta v0.0.02.ZIP (zip contains two maps for testing purpose.)
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I think its the texture for this tree. Maybe its branches have to much contrast. I'll try to get the berry bush to stand out more without looking to unrealistic. Question about the berry bush, what if adding an partial effect to it to make it stand out like the metal stones? Say a soft green/yellow glimmer.
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Hello @Aeros Thank you for your feedback. I appreciate any feedback that helps me to be more critical and more observant to the little details, which at the same time @stanislas69 has given me some great feedback and advice that has helped me get to these designs. The textures are close to finished and soon to be ready to create a world for this mod, which I cant wait to share with the community. I'll first release a flora pack separate from the mod that will have a map ready for players to be loose on!
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Researching on surcoat patterns, and came across this educational demonstration video, which I found helpful designing 13th century armor.