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Lopess

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Everything posted by Lopess

  1. We don't need to reinvent the wheel, we can use the items from the market that we already have and just change the roof and the texture that is used on it.
  2. No, unfortunately its political history is not very accessible.
  3. They are here https://github.com/0ADMods/yayoi_japan, I believe that everyone with access to 0adMods can make modifications
  4. I honestly like the Yayoi models, I loved the makets created @Duileoga with them, Japanese civ for Terra Magna @wowgetoffyourcellphone @Lion.Kanzen? Do you want to edit something on them or add special technologies or units? Feel free
  5. The most updated version of the 3d models are already in the new official mod repository, only the animals and maybe some icons are out of it. https://github.com/0ADMods/official_mayas_protoclassic
  6. In my research I remember reading that they were introduced with a weapon for war (emphasize this detail) during the "teotihuacan" influence from the 300's, along with typical clothing, ornate helmets and shields with small comics (worked shells?) and Small square/rectangular shields.
  7. @Lion.Kanzen Quiero crear paginas para los Japoneses y los Mayas en moddb con la plataforma oficial de este mods para su lanzamiento.
  8. @Lion.Kanzen @Duileoga Estaré en casa mañana. Miraré estas preguntas sobre los ciclos alrededor del edificio. Pero cualquier ayuda es bienvenida, actualmente no tengo mucho tiempo libre. @Lion.Kanzen Acerca de las unidades y variaciones de campeones, tenemos mucho contenido y accesorios, tal vez unir a dos campeones en uno, pero usar todos los accesorios y texturas que tienen puede ser una salida.
  9. I can help with these two. On the Kiev Rus take a look at the work done by @Radiotraining
  10. They are all new animals, soon he will send the prints here. (I don't see problems in the current wolves).
  11. A very good idea lol, I already lost some time trying to play on the map of Greece. with some modifications.
  12. I'm creating this typical one to help @Duileoga show his new animal models.
  13. Each 3d model must have only one 3d mesh. Merge them into a single structure or create a main and the other 3d meshes separately as props. In your case as they all use the same texture I would merge them into one (Ctrl + J), remember to keep only material before exporting as collata, or none.
  14. Very interesting mod, I played here with alpha 26 and apparently everything works, is there a possibility to add it to the main game? This would be a good game mode for anyone who wants something different.
  15. My reading may be wrong but he seems to complain about the lack of "Health" in "structures/west/guild_house"
  16. I believe this disables the foundation actor, however I'm without the pc to test. <VisualActor> <Actor>structures/western/stone_low_curtain_wall_long.xml</Actor> <FoundationActor disable=""/> </VisualActor>
  17. Don't forget to add props to the models later, I believe the Gallic props would match well, just edit the positions a bit.
  18. Great start congratulations! This reminds me of the @Mr.lie templates, does it make them available?
  19. It would be nice to have some limiting mechanics, preventing the training of large ships where the depth does not allow their navigation. Another cool thing would be that on the deck of the ship the infantry could be positioned.
  20. A suggestion: put water as a resource, and food and water consumables by the units. This can emulate this important part in ancient sieges. Put the project on Github (Modo 0ad) I will help with specific things.
  21. Export them again from Blender, only leaving the place where you want the height of the earth to be at the same height as the axes. Tip: after that click on Ctrl + a and select the option "All Transforms".
  22. Use https://www.academia.edu/search?q=mochicas este sitio para buscar fuentes históricas, la mayoría de los mochicas están en español.
  23. Quizá fuera del preclásico/protoclásico. En ese período había muchas máscaras de estuco. Creo que encajaría bien y había muchos muy complejos.
  24. @wraitii I see that there are many python files to help in the development of the mod, but I don't know how to take advantage of them in automation, where can I find out what each one does? I plan to make new campaign maps in the future.
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