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Bigtiger

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Posts posted by Bigtiger

  1. 3 hours ago, Alexandermb said:

    just in case: Millenium ad has an unit object wich is called "coif" that one is a "root - attachpoint" actor wich covers the head in several ways.

    Feel free to use it in your 13th century mod (i would upload the picture but for some reason i can't so check milleniumad :D)

    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 :)

  2. 20 hours ago, Monder87 said:

    I read that you want to add city building features to your mod, and i saw you now focus on graphic, if you are interested check my mod, i m developing the economy dimension of the game, maybe we can collaborate in the future.

    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.

    On 4/20/2019 at 2:28 PM, JamesWright said:

    Is this out yet?

    Cause it looks dang good.

    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. -_-

     

    14 hours ago, JamesWright said:

    I know you said you did not want Templars and I know you were gonna do  Polish, Baltics(Prussians, Estonians, Lithuania)  but are going to do any Mongol factions or Russians or Swedish or even the Germans/Holy Roman Empire?

    More factions will be added, but which one's im not sure. At the moment three is all I can handle right now. 

    • Like 4
    • Thanks 2
  3. 2 minutes ago, wackyserious said:

    I was hoping that this would be implemented for the game. Thank you. :)What comes to my mind is a very old game (Sudden Strike 2) that has appealing terrain visuals crafted through terrain and decal interrelation

    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!

    • Like 1
  4. 8 hours ago, Sturm said:

    First of all, congratulations on the excellent 3D modeling work. You really are an artist! However, let me also say that in the case of textures, the buildings seem to be ... I do not know if I can explain it well ... but they seem to be "too brand new" ... the buildings appear "not to fit" in the scenario... Maybe it's the colors, maybe they lack a bit of "dirt" on the walls or in the areas near the floor, more color variations

    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

    • Like 1
  5. 2 minutes ago, WhiteTreePaladin said:

    Looks really nice. Do you plan on filling it out to use a more square footprint (fences, gardens, etc.)?

    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. 

     

    • Like 2
  6. 2 hours ago, LordGood said:

    what a surprise deciduous trees are even more difficult.

    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 :brickwall:

    Spoiler

    77974302_treeexample.thumb.png.758a3ef6b6a3afb8e4b2c5211529c32f.pngscreenshot0087.thumb.png.ce82b0716285fece8fe6f6aa19d0f270.png

     

    • Like 3
    • Thanks 1
  7. 1 hour ago, LordGood said:

    I'd like to be certain the pictures used in their development are license compatible, though

    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.

    • Like 6
    • Thanks 2
  8. 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

    Spoiler

    screenshot0084.thumb.png.d8defba789acfdbeccadb415e44b92d6.png

    Pine/Coniferous Forest

    Spoiler

    screenshot0083.thumb.png.7cdf0b8e67e1bdea81f1a0d061aaefcc.png

    European Birch (Sliver Birch) Forest

    Spoiler

    screenshot0088.thumb.png.ab42f3b689039196846d0f496308a9f8.png

    Planned Flora

    Spoiler

    Tropical Rain Forest

    (in development)

     

    Maple Trees

    (in development)

    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.)

    Spoiler

    temperate_pine_grove.thumb.png.7c693aec2572b195d37277b07f590949.pngtemperate_plain.thumb.png.7a6f6ec3c9d54b1937d699b684a7f061.png

     

     

    • Like 4
    • Thanks 5
  9. 7 minutes ago, stanislas69 said:

    1. This looks a bit weird is that buggy alpha ?

    I think its the texture for this tree. Maybe its branches have to much contrast.

    Spoiler

    screenshot0074.thumb.png.653549f3470a29789ba46f1f133551ee.pngscreenshot0075.png.eaaed009f71c39d282bc7a85d7e8312b.png

     

    10 minutes ago, stanislas69 said:

    2. Can you try to increase the saturation of the red berries bush ? They have to stand a bit more out in order to be clearly identifiable :) Hopefully not too unrealistic because I really like those as is.

    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.

    • Like 3
  10. 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.

    Spoiler

    screenshot0073.thumb.png.e06e595fde6eeab9015ef0878447de80.png

     

    5 hours ago, Aeros said:

    Can I ask you to make a map in Atlas with your art assets to show them off? Can you make the gameplay fun and interesting to the player? If so, will you share the results with us for feedback? I really want to see you make a world with the art you're making and let us players loose on it : )

    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! 

    • Like 3
    • Thanks 3
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