Jump to content

Lopess

Community Members
  • Posts

    850
  • Joined

  • Last visited

  • Days Won

    20

Everything posted by Lopess

  1. Lopess

    Han China

    Correction made, I only needed to bake the AO maps. I believe the DelendaEst @wowgetoffyourcellphone mod can use the new AO map for the Han Pagoda.
  2. Lopess

    Han China

    I'll take a look at the model, I can send a modification to github if I can fix it.
  3. Lopess

    Han China

    Is there an error in the tower AO map?
  4. Lopess

    Han China

    I'm pulling your latest changes, I already knew your repository on github I hope that soon the han can be added to alpha 26, even with my limited time I hope I can help you and m7600 as much as possible with the my limited 3d/code capabilities.
  5. This is very good, i believe that a good foundation of conceptual art helps a lot in the creation of 3d models, which in the end is the biggest bottleneck for creating a civ. There are key buildings like barrack, cc, houses, towers, fortress and economic buildings. This makes it easier for a 3d artist to dedicate a week. Alias Congratulations on the initiative.
  6. Grapejuice great job, I'll play it this weekend, several interesting mechanics.
  7. I believe we have a lot of good ideas and mod, but with no updates or releases like MilleniumAD, a help to see maybe even more civil updates on them and new structures.
  8. What's left to launch them in mod.io?
  9. One of my doubts is which file shows the time and amount of relics options on the map? I can rename and create "new" game modes but time and quantity options don't appear.
  10. It's not that difficult to implement if it's for maps made with points/sanctuaries. An ugly solution would be to use the structures with relic tags and set them as a capture the relic.
  11. I plan to make some adjustments on Saturday, and on Sunday send it to mod.io and request the release of itms. I believe that little has to be done, that the biggest problems are some technologies that I broke.
  12. I intend to make this mod available with the Zapotecs in mod.io this weekend, if anyone has any good ideas or observations about it I'm available.
  13. Those city textures that appear under the buildings are really nice, it could have something like that in 0ad.
  14. I believe that the most prudent would be to adapt the existing textures (fitting in the appropriate places) with these new ones and then render again with the changes. (spec_ ,norm_ etc textures). Creo que lo más prudente sería adaptar las texturas existentes (encajando en los lugares apropiados) con estas nuevas y luego renderizar nuevamente con los cambios. (texturas spec_, norm_ etc).
  15. Thanks @wowgetoffyourcellphone and @soloooy0 for the feedback some things have already been modified (some like the unit textures is still a work in progress) and others I will wait for a response from Duileoga mainly regarding the design of the buildings.
  16. Echa un vistazo a este github con el arte y el concepto de Duelionga que ayudo a organizar los archivos. https://github.com/0ADMods/Lusitanians_civ
  17. The first version released for the Garamantians in moddb here, for download. https://www.moddb.com/mods/garamantians/downloads/garamantians
  18. I'm posting my version of the pre-classic Mayas updated to alpha 25 here. https://www.moddb.com/mods/mayas-0-ad/downloads/mayas-preclassic-0ad-1
  19. @Trinketos and I launched the American Ancient Empires https://www.moddb.com/mods/pre-colonial-mod mod a few days ago in the MODB. It's already playable for Alpha 25, lacking a bit of polish, but nothing to avoid the fun, something that in my honest opinion is the goal of a mod. I created a group for mods there too, whoever wants to contribute just ask me to accept it there. https://www.moddb.com/mods/pre-colonial-mod.
  20. Its structures are well developed and designed, I'm tempted to try to see them on 0ad, the cool thing about making the files available and that we can always count on the help of someone in the community.
×
×
  • Create New...