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Wijitmaker

WFG Retired
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Posts posted by Wijitmaker

  1. I have noticed that the attack animations used by the spear wielding cavalry units are the same as used by the sword wielding cavalry units. I think that the slashing attack animation should not be used by the cavalry spear men. Are there plans to differentiate the attack animations between the two classes of melee cavalry, or at least to remove the slashing attack animation from the cavalry spear men?

    The actor probably just needs to be tweaked. There is an animation that exists for cavalry spearman.

    http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/animation/cavalry/spear/attack

  2. I tried this morning to find the name of the former ES employee that offered to be a sounding board for AI related ideas/issues that 0 A.D. was coming into but I can't seem to find him. It might have been Pottinger or Pritchard, but I can't remember... But, I did come across this while doing old searches on the forums. Probably isn't anything you guys don't already know about though...

    http://wildfiregames.com/users/code/resources/divisions/Graphics/Resources/terrainanalysis.zip

  3. Fun facts - the pyrogenesis "logo" was a single character from a font. It was intended to be similar in look to the Chinese wildfire games character. I think the name was selected by a team vote at the time when we were using greek to name certain aspects of the game - like Atlas and Odysseus. It's prior name was prometheus, which we found out later was already used. I think before that it was briefly called omicron. "New Fire" was what it was supposed to mean, loosely following the wildfire moniker.

    I think the attached file is the original .max file for the 0 A.D. logo (guessing based on file name).

    logo.zip

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  4. If you have a polarized filter it works great to help cut down on reflections as you take photos through glass. If you have a steady hand and a fast shutter, try to avoid using a flash when possible. Coins, close ups of artwork (pottery, metal working) would all be useful. Looking forward to seeing what you come up with. :)

  5. 2) is it real to make a game on you engine with gameplay like in bfme 1\2?

    I'm a big BFME fan and LOTR fan :gollum::gandalf_w:

    WFG used to have a division of sorts working on a LOTR game based on the same game engine that 0 A.D. now uses. Lack of participants and fears of lawyers eventually stopped the development. Remnants are found here: http://www.wildfiregames.com/tla/

    What elements of BFME's gameplay are you interesting in preserving? Things that you'll notice off the bat that 0 A.D. doesn't have is... a strategic map view, groups of units (we have formations, but unit behavior is more individual based in 0 A.D.), units walking on walls, and power points. Additionally, I don't believe that experience and stamina have yet been re-implemented since the engine rewrite years ago.

    Your artwork looks great, I think you would find the game engine fairly easy to mod for artwork.

  6. Yep. I think these particular models just need re-exported.

    Yeah, I'd keep the solution simple. Just lower these particular boats down into the ground plane a little bit more and re-export. The water won't go over the "deck". I don't think opened hulled fishing boats are worth the realism and extra tax on the gpu.

    Boats and water look outstanding IMHO: http://www.wildfiregames.com/forum/index.php?showtopic=16669&st=200#entry266077

  7. I know there was some recent discussion about this... but what about allowing the currently flat sea plane to have an elevation map. I'm sure you would up the number of quads, to render - but I guess polygons aren't a bit deal anymore. You could have a toggle in atlas to modify either the terrain elevation with the tools - or the water elevation.

    This seems to be a relatively simple of a solution. I know someone must have thought of it before and there might be some cons. I don't know why it just occurred to me now after all these years.

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