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Lopess

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Posts posted by Lopess

  1. 1 hour ago, Duileoga said:

    Bom dia ou tarde;

    -Alguém poderia me passar o modelo (3D, Blender) do tigre? Para ter uma base para criar onças e pumas, entendo que eles são menores que tigres. Já estou trabalhando nas texturas

    Bom dia ou tarde;

    -¿Alguém poderia me passar o modelo (3D, Blender) do tigre? Para ter uma base para criar onças e pumas, entendo que são menores que tigres. Já estou trabalhando nas texturas

    Bom dia ou tarde;

    -¿Alguém poderia me passar o modelo (3D, Blender) do tigre?Para ter uma base para criar onças e pumas, entendo que são menores que tigres.Já estou trabalhando nas texturas

     

    @ Lion.Kanzen @Stan` @Lopess

     

    Desculpem as molestias*

     

    Camarada, dos comentarios importantes sobre los animales.
    1 => Ya tenemos una textura base en el mod y un jaguar usando el tigre como pase podemos usarlo como base para mejorar la textura.
    2 => Aunque crees un nuevo modelo 3d para jaguar y puma lo más probable es que no podamos animarlo, mira es un trabajo tremendamente difícil, aunque sea correcto, y difícilmente podremos encontrar a alguien con el tiempo y el conocimiento para ayudarnos en esta tarea, puedo intentar modificar pequeñas cosas en la licuadora del tigre que harían las cosas más fáciles.

    • Like 1
  2.   I will add these beautiful animals to the protoclassic maya mod. The cobra and the parrot were on the forum but still in .blender files I exported them and the animations created are working fine (create a simple snake version from the cobra). I will make available the animals already implemented so that other moders who want to use it will be easier to do.

     

    Does anyone know if it is possible to decrease the size of units directly in the game? Example: the snakes were the size of a large snake, but many snakes were no more than 1.50m.

     

    Captura de tela_2022-06-22_14-52-27.png

    Captura de tela_2022-06-22_14-51-10.png

    • Like 5
    • Thanks 1
  3. 1 hour ago, myou5e said:

    Here is an example of the Civilization Selection I was talking about on IRC. The function doesn't work yet, but the idea is that this selection would restrict the civs to those within that group/theatre of war/influence. I think it's actually a way to limit the difficulty of balancing, as we don't need to balance, for example, the Yayoi to the roman empire who would have never fought anyway :-p. We don't need to pretend that these civs are comparable. Additionally, I think that this can make the game feel immersive. Because you are playing real battles. You fight as the Persians in the Middle East, not in the Celtic Highlands. Speaking of which, I want to also want another option on this list "Geographical", so it will limit civs who existed in the maps biome.

    The brilliant example above doesn't seem to have this function of restricting Civs, actually. But it does look fantastic and makes choosing a Civ more fun, interactive and informative, which is all very helpful. They are different things. Would be great to have both :-p

     

    Screenshot_20220620_033049.jpg

     

    One of the coolest things about games is that you can play a reality that you want, I believe that playing with civs in a given location and 

    historical period is more suited to scenario maps / or some campaign.

    • Like 1
    • Thanks 1
  4. 40 minutes ago, lukamas said:

    Sounds good, I am open to tips on this, since I am busy working on the first hominid for the mod, Sahelanthropus Tchadensis which will be made alongside a map of the Djurab Desert in Chad, North/Central Africa where fossils were found. with some possible animals made to coexist in the same environment as Sahelanthropus in which I am yet to research.

    Each map in the mod is going to be location based on where fossils were found mainly for each hominid.

    I really imagined it would be something more "modern" lol. This makes it much easier in the construction part, I believe that in this case it would not exist. What would the imagined gameplay be?

     

  5. 3 hours ago, lukamas said:

    Sorry if this sounds like a ridiculous idea, but since 0AD is a historical civilizations game, I am making a mod to explore Early Hominids in Africa, I think it would be cool to explore the lineage of our ancestors evolving in prehistoric Africa, in a mod, Sorry if sounds like a ridiculous idea, but I am doing this mod so I can not only make a mod for 0AD of this, but to allow me to explore early hominids and make some interesting models, and landscapes in Atlas and Blender, just thought I would tell you guys I am in the works of making this, any ideas are welcome for this project!

    Now I already have the plans laid out of how to portray them in a mod, but I am making different maps based on location and research of where they evolved in, and what weapons and tools they used, I am also using mixed textures of real animal images obviously using CC-BY-SA and Public Domain to create Mammals that lived alongside our ancestors. But yeah I am in the early stages of this project, and I hope to eventually release it after the loads of research I am doing to apply with the 0AD engine's limitations, but I am a huge expert and really into research on early hominids, and I look forward to sharing some pics with you guys, I look forward to your ideas and I will be showing some pics soon!

     

    This is a good idea! I believe the entire base already exists here, some new 3d models. If you need help getting started with coding, I can help with tips.

    • Like 1
  6. 50 minutes ago, MirceaKitsune said:

    For now I'm likely going to skip this feature as it makes my mod more complex than where I wanna go. If the engine adds support for this on units later, that would be an interesting feature to have and play with.

    I also noticed something else: The game will break and print tons of errors if you add a negative value to resource trickle. This does feel like a bug to be fair and it would be nice to see it resolved. If anyone can't reproduce it let me know and I'll try it again and share what's happening.

     

    I remember a similar error in a mod I created to play with some ideas, I believe this error is solved by editing some value in a file in the gui. But I forgot what it was, if I find it I'll come back here to tell you what it was.

  7. 11 hours ago, Lion.Kanzen said:

    eso depende de donde sea la mayoría de auaudiencia.

    Translation: That depends on where the majority of the audience is.

     

    La mayoría que piden Japoneses son Otakus.

    Preveo el susto de ver a los japoneses del periodo Yayoi XD 

    igual que los mayas sin ser del período clásico. XD

    • Like 1
    • Haha 1
  8. 1 hour ago, wowgetoffyourcellphone said:

    Very nice! May I use for Delenda Est Zapotecs? 

     

    Creo que @Duileoga no le importaría, estamos pensando en posibles tecnologías para los zapotecas.

    Cosas como el caucho, el cacao, la tecnología naval y los calendarios eran bastante comunes, también pensamos en algún tipo de bonus o generación de un pequeño hilo de comida en los corrales a partir de la producción de turkey en ellos.
     

    I believe that @Duileoga would not matter, we are thinking about possible technologies for the Zapotecs.

    Things like the rubber, the cacao, the naval technology and the calendars were quite common, we also thought of some kind of bonus or the generation of a small amount of food in the corrales from the production of turkey in them.

    • Like 1
    • Haha 1
  9. 6 hours ago, Lion.Kanzen said:

    El Macuahuitl era capaz de hacer cortes terribles a los caballos.

    Esta unidad está presente como un mercenario olmeca (unidad aliada) (o epi olmeca en este caso, un detalle ya que los olmecas ni siquiera serían su gente real, sino el nombre como los llamamos). El principal cuerpo a cuerpo maya es, sin duda, hacha.

    • Thanks 1
  10. 6 hours ago, Lion.Kanzen said:

    los Mayas van a necesitar varias unidades anti caballería.

    El asedio se usa los incendiarios y los arietes.

     

    Mira, tenemos un lancero soldado ciudadano, un lancero rápido (caballería), un capellán lancero noble y un comandante que usa una lanza larga.
    incendiarios y los arietes. =>Ya los tienes, mira en el mod.

    • Like 1
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