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Posts posted by Bigtiger
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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.
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2 hours ago, Emperior said:
What assets are you using? Own?
What textures for ground are you using?
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.
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10 minutes ago, wowgetoffyourcellphone said:
Your deciduous trees need boughs and branches. Otherwise they look super nice. They'd be good for the "middle" trees in a forest.
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
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11 minutes ago, wowgetoffyourcellphone said:
Would look so good with SSAO
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.
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30 minutes ago, stanislas69 said:
If there are blendfiles or xcf or PSD files please attach them as well. Also I have to know where the textures are coming from to see if I can use them
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:
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1 hour ago, wowgetoffyourcellphone said:
Great! The inconsistency in the look of the trees and shrubbery (some trees like the Cretan Date Palms look awesome, while others look dreadful) is bothersome to many and hampers the look of the game IMHO.
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.
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11 minutes ago, wowgetoffyourcellphone said:
Nice. Any chance you would take a look at the core game's biome assets and possibly update them?
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
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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.
Spoiler- 7
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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.
Been doing some research as I want the mod to be historically accurate as much as I can.
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26 minutes ago, wackyserious said:
Do you use a Github repository? I would want to test your mod and keep track of your latest developments. Keep it up, you are doing awesome work.
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.
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3 hours ago, Lion.Kanzen said:
More close texture specially the wall. The roof have imperfections too. Imperfection give realism.
I'll put some imperfection details into the textures, and try to add an weathered look to the textures.
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10 minutes ago, stanislas69 said:
If I may suggest another improvements, you should try to maximize the contrast between textures to make them less bland to look at. Like mixing the bricks and the white wall textures.
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.
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5 hours ago, Lion.Kanzen said:
Over-saturated texture. (Look cartony)
Thanks for the feed back, I'll defiantly toon it down with the textures being over saturated.
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12 hours ago, stanislas69 said:
To improve the look you should into look into smoothing groups
if you need help for baking ao maps let me know.
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)
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Development Update.
Structures: Polish Fortress
Map: Pine Forest (2)
Reference for polish fortress: https://en.wikipedia.org/wiki/Będzin_Castle ,
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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!
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13th Century Europe Mod - In Development
in Game Modification
Posted
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!