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Posts posted by Lopess
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2 hours ago, Lion.Kanzen said:
in any case the correct name is Wa.
The terms Yayoi and Wajin can be used interchangeably, though "Wajin" (倭人) refers to the people of Wa and "Wajin" (和人) is another name for the modern Yamato people.[9]
Wa (Jin means people in Japanese).
Anyone who has seen a popular anime like DB in Spanish must be familiar with the term.
Example. Saiya-jin.
https://doyouknowjapan.com/history/yayoi/
it's problematic to just refer to as Yayoi.
@Lion.Kanzenso the civ's name could be Wa kingdoms / Wajin, or something more correct along those lines.
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2 hours ago, Lion.Kanzen said:
Estoy pensando en llamarlo Reino Yamatai.
Ahora entiendo su pregunta, pero debemos recordar que en ese momento no era una sola unidad política. Pienso en los reinos Yayoi/ o reinos Yamatais en plural. Tenemos reino Wa pero es en el siglo III. que realmente sería el reino de Yamatai (soy un leigo en el tema estoy usando las búsquedas del tema civ japonés, tal vez deberíamos continuar las ideas allí)
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30 minutes ago, Carltonus said:
Are the drawings of the red sun and the soldiers moving from side to side like the other 0 A.D. backgrounds? Those would be much appreciated.
A scenery of ancient Wa can be part of the middleground to complete it.
Yes @Radiotraining did that too. It's a good idea, we can do that when the buildings are finished.
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Background by @Radiotraining
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On 3/17/2021 at 5:06 PM, Lion.Kanzen said:
Stan m dijo que Lordgood no había podido entregar los modelos, por razones que no son claras, pero yo le pregunté si era posible reconstruirlo desde las imágenes los conceptos... Me dijo que iba a ser una tarea difícil y que no teníamos mucho equipo y personal.
Crees que tú puede reconstruir el concepto de Lordgood y terminarlo?
I'm trying to recreate it based on the images from the forum, there's still a lot to be done for everyone who wants to help will be welcome especially about the civ icon and unit textures. I'll make a branch available in the repository I already have and with the original 3d file soon.
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13 hours ago, Stan` said:
Don't you really have much on your plate? Also it's a 800 MB mess with files all over...
Nothing a vacation with free time doesn't help. But even more about the files it's easier to find helpers when the 3d files already exist, which is already a big help. Really almost a gig of raw files is not interesting to make it available on github, but a zip file on a Drive link would be enough. And if anyone who is not yet fully familiar with the modification in 0ad wants to take this mod as a start I'm willing to help in what I can help, it will be a pleasure since I always really liked all the art that @Bigtiger created.
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1 hour ago, Stan` said:
I actually now have all the assets just didn't find the time to put them back together
@Stan` create a repository on github and allow access to the community can help with that.
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Now @wackyserious you are admin too, let's wait just a bit for @Duileoga to see the previous message about helmets, maybe he has something new, about textures can be free to merge with the current mod
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23 minutes ago, wackyserious said:
I noticed that you stretched some unit textures and details got distorted or placed wrongly in the skeleton mesh UV map, I have edited your unit textures to fix it and the results are below.
Asking for your permission to make changes over at the repository with the unit textures and helmet prop below @DuileogaAlso I think the new helmets and helmet props that you created could still be improved (chain prop looks nice but I am wondering if the poly numbers are worth it for a simple helmet prop) I can help you with the textures if you could give me a mesh with a good UV map placement.
I can't answer about the helmets part but the textures part was already a known error and needed correction so thank you very much. I am adm of the repository and I will send you an invitation for you to participate too.
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Link Github mod https://github.com/wltonlopes/mayas_protoclassic
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Terminal Preclassic or Protoclassic period (ca. 100 b.c.–a.d. 300).
A very important period for the Mayans in which many occurred. This project is still in the beginning modeled by @Duileoga and finish/exported by me. Anyone who wants to contribute, get in touch with us. Anyone who wants to use civ in their mods is welcome. I believe that after finishing it fit Delenda Est and all other similar mods well.
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With me the same mistake, yesterday and today.
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25 minutes ago, Carltonus said:
Historical attire, gear, and temple structure aside, the next issue that may have to be taken seriously is the Brythonic heroes being out of the current 0 A.D. timeframe. Sure, the current three can be put as Atlas-only units or preparation for the so-called "Part 2/Empires Beseiged". Those (at least) three during Caesar's invasions, anybody?
I'm not in this discussion but as a player I think this is a bad idea. Before thinking about it you should have good ideas for replacement heroes for the Brythonic, besides the second part of 0ad is not even scheduled for release.
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As this is a map it might be better if you add them as gaia to your map for now, but if you really want to learn how to create basic civs it only takes less than an hour to learn very basic things. About github I recommend you to create an account and create a repository there, it's easy and it's not something totally aimed at programmers/developers in the area of technology. I know cases of writers, content creators, writing activities that use github. Furthermore, github is a good platform to save your project as a backup, preventing any damage to your computer from ending up with everything.
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15 minutes ago, Belisarius17 said:
Don't know why...but I select the area, press delete, so + and delete ..but they don't go away, the actors trees do, but not the entities ones. Thanks anyway. Will try tonight as soon as I get back from work. Thanks.
This must be because they are actors, select the area and click ALT.
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Create a mod on github and add me to help you out, I can do the initial heavy lifting, and the necessary details and replacements you'll make will be easier based on what's already been done.
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Pirates = maybe this is the closest? https://github.com/0ADMods/illyrians Germanic mod = use millenium nordic ad equal as used in DelendaEst. The other civs you would have to do with existing gear.
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On 12/4/2021 at 10:32 AM, Lopess said:
it is possible to link the turret pont with the prop of the structure??
I want that when the fortress is mounted and garrisoned , the unit goes to prop "x".
@Stan` could you help me with this question?
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5 hours ago, vladislavbelov said:
We don't have a ready-made solution to create a laser. Currently we can have only static lasers with a X model (like for grass).
Excuse my ignorance, but how could the effects used on grass be applied for leisure?, once I tried it with particles but it was disastrous. I'm doing some for a personal future mod, I hope that some things that I create that are useful for Stella Artis will be used too.
Here's a biped robot that I'm struggling to create a decent animation.
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it is possible to link the turret pont with the prop of the structure??
I want that when the fortress is mounted and garrisoned , the unit goes to prop "x".
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These faces are probably on the opposite side. Just change them to the correct side (they should have the blue face in the face orientation).
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Even without definitive names could we start a sub forum with three discourses (game style, art, structures) separate one for each faction?
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Japan in the Period of 0 A.D.
in Rise of the East
Posted
I will change the civ name to the new proposed name. I will make two long shields, one rectangular and one rectangular with a trapeze tip.