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Everything posted by Lopess
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Civ "Pers" -> "Achae"
Lopess replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
Changing the name is a great idea; honestly, I would prefer something like "Achaemenids (Persia)" as an educational approach.However, this should be extended to other civilians who are currently appointed by dynasties. My personal opinion is that everything depends on the approach being taken and following it.For example, I see that the vanilla version of 0AD follows a more focused approach to Civs, more specific periods, and with dynasties and historical facts boxed into that period. -
I'm going to download this extension and refactor the UV mapping this structure.
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Is this: https://blender-addons.org/textools-addon/ ? I didn't know.
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Vassals! (Work in progress) Downloadable
Lopess replied to LordTriggers's topic in Game Modification
This idea is very interesting; I can imagine it as an opportunity to introduce smaller "civs" who wouldn't have a chance in the main game or in a mod interacting with the main game.I can imagine other kingdoms on the Italian peninsula, or even peoples from the Nubian region, etc.This raises a question: is there a way to do this when creating a new random map, Selecting which type of vassal tribe will be present on this map will determine which units or bonuses will be available. (Select this not at the player, but at the map creator) -
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Minoans and Mycenaeans already had initial artwork created at least 5 years ago in the mod, but the author ( @LordGood )didn't continue development. I took that artwork and continued it, but many buildings were created from scratch. The Hittites only had banners and icons, so it's something completely new, as is the artwork. Please access my branch and play, I really need tests.
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Vietnamese during the Mod period. Then it will be from the end of the Hongbang Dynasty onwards. Since our mod is more flexible with dates, we'll even have the Trung sisters.
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NEWS: New mesh fabrics for women (Long tunic variant, dress with centered texture; I'll show the women's version with a robe soon): I am creating new textures and East Asian units are being created. Great help from @Alisson Fabrini with baking AO and 3D improvements.
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Hittite unities and structures, opinions, things to change in their architecture, accepted ideas.https://github.com/0ADMods/aristeia/tree/mycenae_and_minoan
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I like the idea of Mayan glyph being used as icons; many of them are old enough to span the entire period: Ajaw: https://en.wikipedia.org/wiki/Ajaw Balam (Jaguar) Kaan (Snake).
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Would it be possible to use this script to resize humans?
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@Duileoga I made a few dozen animals; at some point I'll try to use those animation tips.
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On the usage of AI to generate 0 A.D. content
Lopess replied to wowgetoffyourcellphone's topic in Official tasks
Don't worry, it's not for the game, it's a mod. (I believe that currently nothing in 0ad originates from AI). We don't have many 2D artists in the community, and dealing with 3D art, code, and everything else is enough for me. I'm not just a fan of AI or large corporations, but it's a tool that's available. -
On the usage of AI to generate 0 A.D. content
Lopess replied to wowgetoffyourcellphone's topic in Official tasks
I've tried a few times to create good textures with the AI (chatgpt), but it has a lot of difficulty understanding texture images like the one for the woman's dress. Does anyone have any tips? -
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Trying to get a mod to show in the Mod Selection screen
Lopess replied to Odysseus's topic in Help & Feedback
Hi, I followed the path from this post: On Windows (Vista or newer): C:\Users\{name_of_user}\Documents\My Games\0ad\mods\ On OSX: ~/Library/Application Support/0ad/mods/ On Linux: ~/.local/share/0ad/mods/ (may be found in GUI via Home/.local/share/0ad/mods/) -
@Asher, My advice is to download a mod from Github, for example, and get it running. Analyze the mod's files closely (I recommend using VS Code or something similar). Start with something simple, (Create a new unit, or change the name and icon of a civilization) with this you can find most of the errors by reading the logs.The manuals are a good starting point, but that doesn't negate the fact that the best approach is to modify existing mods to achieve a greater goal. Believe me, the learning curve is quite steep.
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Feliz Páscoa a todos! - Happy Easter for all!
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Do you intend to make the mod available on mod.io? Congratulations on the hard work; I’ve been following the team's updates, and it’s looking very interesting!
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Creo que é o mesmo vínculo; Estou aprovando a Semana Santa para atualizar e corrigir vários erros e coisas que caíram no final das primeiras Cívs. --- vers 0 a.d. 0.28 https://github.com/wltonlopes/Endovelico
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Resource regeneration
Lopess replied to MirceaKitsune's topic in Game Development & Technical Discussion
Thank you, this will be helpful! -
https://github.com/0ADMods/pyrogenesis-1861 This mod has a more advanced idea in this case. Creating a mod in this timeframe is entirely possible; I've thought a lot about investing time in it, but the biggest difficulties are having the structures and textures for the civilizations. Many want to help with the profiling of civilizations and units, but few want to or can help with 3D modeling and creating good textures.
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No, it goes like a projectile, with a straight trajectory.
