Jump to content

Bigtiger

Community Members
  • Posts

    124
  • Joined

  • Last visited

  • Days Won

    13

Everything posted by Bigtiger

  1. Thank you for reviewing them. I forgot to take the ao off the ferns as I did it as a test, but im not sure if any of the current foliage even use ao. I'll go back over the temperate textures to see about improving the quality. For historical accuracy that would be a nice addition to add in the mod. Glad you brought this up!
  2. I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license.
  3. The 3d models are all made by me (my own), but I relinquish any rights to them when they are shared here. The texture for the ground is Alpine grass mixed/edit with Savanna forestfloor b red.
  4. Yes, some smaller/sapling trees would look nice along the edges of the forest. Example: https://www.publicdomainpictures.net/en/view-image.php?image=53672&picture=the-forest-edge
  5. Spellforce 3 has the art style i'm more or less reaching for, but less fantasy!
  6. That is impressive, be interesting to see if i can make something like that!
  7. Do you think this would hurt game performance? Im just not sure how optimized the engine is with lots of objects using AO. If it doesn't hurt game performance i'll defiantly add it.
  8. I'll send everything for the biome (xml, blender, png textures) when ready. The textures that i'm using are all from 0A.D. except for the pine tree needle texture, which I took a clipping from my neighbors hedge. But everything will be provided when ready. Temperate Seasons:
  9. Making progress on the temp forest ,and trying to model the temp forest to look like a deciduous forest. When the set is completed how should I send it?
  10. I agree that some of the current trees lack the inconsistency that you would find in any forest/biome, which is why i started making a biome for my mod. I'll see what I can come up with for the temperate biome by next week.
  11. @wowgetoffyourcellphone I could look at the core game's biome as i'm currently working on two biomes, coniferous/Alpine and reworking the temperate biome. The temperate is more difficult as it has alot more lush, which has me playing with designs and changing/mixing texture
  12. Here's a picture of an coniferous forest biome that I have near finish.
  13. @coworotel Here's a little something that I been working on that I can show. Trying to add more foliage/ground cover without fps dropping too much.
  14. @coworotel Hey, been busy with other things, but work on the mod is still being made! I'll share some screenshot of some of the work that has been made soon. @Angen Been doing some research as I want the mod to be historically accurate as much as I can.
  15. At the moment I don't have a Github repository, but will likely start one in the future when finishing the Teutonic Order Faction and the game play design.
  16. Update: textures retouched. Currently working on special structures that will generate resources.
  17. I'll put some imperfection details into the textures, and try to add an weathered look to the textures.
  18. @Lion.Kanzen Heres the reference I used so far. I'm going back and doing more work on the textures.
  19. I appreciate any suggestions you have stanislas69! That is what i started to do with the market, which has me thinking about caring that design into most of the Teutonic buildings, but while trying to stay true to most German, Polish architecture.
  20. Thanks for the feed back, I'll defiantly toon it down with the textures being over saturated.
  21. Thanks for the recommendation to use an ao. It now looks 100% better. More awesomeness added.
  22. I'm not familiar with baking ao. How do I go about doing that? (Something like this?https://blender.stackexchange.com/questions/13956/how-do-you-bake-ambient-occlusion-for-a-model)
  23. Development Update. Structures: Polish Fortress Map: Pine Forest (2) Reference for polish fortress: https://en.wikipedia.org/wiki/Będzin_Castle ,
  24. @gameboy I had to work with this same issue when making my own custom walls. My work around may be different but it worked. Step#1 go to simulation/template/structures then select a wall piece you want to change. (example gaul_wall_long.xml) step#2 open xml file and go to the bottom where you will find. <WallPiece> <Length>25.5</Length> </WallPiece> Change the length that you find works best for your wall gap. Warning* if changing this for any wall length you might have to change the length for wall_small and wall_medium, and possibly your wall_tower. This might not be the best way to change it, but it worked for me!
×
×
  • Create New...