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MrLux last won the day on September 17 2020

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  1. So it would only be a gameplay difference and nothing on the art side ? How will the player see which is which ?
  2. I really liked your first idea, I'll give it a try.
  3. Yep on it. However hard to know what is the list. Its it unit list channel ? but units abilities seems to also have some kind of list ?
  4. Okay, let's be the poker. @Rolf Dew any tracklist to help you on the art side ?
  5. No, nothing seems to have change. Only the triplanar material as the specular info displayed. Also, I get now what the triplanar does. That would be nice for cliffs and other slope textures. It would be interesting to know if that computes more than the basic, to know which terrains should be tri planar and which shouldn't mind. And with all of that, the parallax occlusion is not present for terrain materials, is it possible to try it? Some dev outthere ?
  6. So is there somewhere a ticket list for what you would want to model and add to your mod ?
  7. Yes please. I would really like to see what was done.
  8. They are png, and I did use the terrain norm spec. <?xml version="1.0" encoding="utf-8"?> <terrain> <textures> <texture name="baseTex" file="types/lux_scale_test_diff.png"/> <texture name="normTex" file="types/lux_scale_test_norm.png"/> <texture name="specTex" file="types/lux_scale_test_spec.png"/> </textures> <material>terrain_norm_spec.xml</material> </terrain> That it's why I find all of this odd.
  9. For the mythological part, I know that 0AD is on the strict historic (slightly exaggerated) side. So I don't see those creatures come into play. But that would be a nice mod. I have some models of those, and I kinda like there vibe. Animation would be the big part of the work.
  10. I think you should add a goat path in the mountains that connects the two players. So that angle of attack and tactical variety will be more diverse. Also think about adding a shore accessible to both sides. Maybe they can build boats. but not connection by foot. On level design, think about diversity and how the player can add it's own twist to what you present.
  11. I like the idea. If you are ok about someone redoing the map to an higher level of detail, it could be an interesting scenario.
  12. Hey there, I've been doing another batch of tests. I'm plan on giving a thought examination into the new terrains and get more cohesion and precision. For the progress this is a screenshot of a WIP cobblestone texture to have an idea of tiling limits and scale use in susbtance painter. I'll obliously will keep working on it and release eveything under CCO, origin files included. Power to freedom data, yadahi yadaha. ^^ But now for the real trouble. This is a screen shot of a test texture to push the engine. Clockwise, starting from the top left: lux_TT.xml normal
  13. Okay, I'll rethink the silhouettes. How do I instantiate a specific variant in the atlas ?
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