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Radiotraining

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Everything posted by Radiotraining

  1. Hey @Lion.Kanzen I'm good with your feedback! As I said, these redesign weren't meant to be particularly relevant, because functional symbols were already existing and I have no qualms about them. To be honest, the only really "needed" one was the Umayyads that I improvised a bit from scratch in absence of something else. The others were just a follow-up that have been suggested internally in the Discord and I tried out for the sake of experimentation! It wasn't exactly a feature change planned for this mod, but more like a simple improvisation. We can simply use the already existing symbols if necessary! No problem with that
  2. the Byzantine one was inspired by the cross found at the Chora monastery in Costantinople. This is part of the historical material provided by @Andronikos Medina But obviously, it's all part of experimenting a bit with aesthetical boundaries before settling to any definitive solution. The original Byzantine faction had already a functional symbol, as well as the Carolingians. This is all "extra" corollary material, but certainly nothing particularly decisive to the "core" of the game. The only missing one was the Umayyads that I created from the material in the forum! And the Rus, but I shared the link to the original material!
  3. About the emblems.. well, mostly they were already present in the game. Although I took the liberty to update them. The only really new is the Russian one that I sourced from wikipedia ( https://it.wikipedia.org/wiki/Granducato_di_Mosca#/media/File:Banner_of_the_Most_Merciful_Savior,_1552.svg) CC BY-SA 3.0. The rest is either from the forum or made by me from scratch in photoshop/illustrator.
  4. yeah..! I know about it and I'm aware! As I said, those are the only 2 elements that have been consciously sourced outside, knowing that I would have changed them eventually. But, admittedly, I forgot this detail at the moment of sharing the github link. My bad!! All the rest, including faction symbols, is material either free, from 0ad or created entirely by me. I'll welcome suggestions for the textures. I read the disclosure and they can be used for game assets. But maybe you have a couple of other trusted websites where to find material
  5. oh, that's true!! For the Rus building I used a couple of new textures from https://www.textures.com/, they should be legally possible to use. I may have to check more further. In case, do you have suggestions where to source texture material possibly? - another disclaimer: I used some background music from youtube intentionally only for experimental purposes with the idea to change them before any official version... but I shared the github link!! shut!! I forgot that! Maybe I should cancel that link? I forgot to mention this and update the assets EDIT: I deleted the link and I'll update those assets without any possibly copyrighted material
  6. ooooh yesss!! this is very useful indeed!! thanks so much, I was missing this!!
  7. - Quick update: I moved some of the discussions around concepts and production on a separate Discord channel to not pollute too much this forum with inside debates and too much of technical conversations, but I'll try to offer an updated view of the progress also in the forum. Currently I have to thanks @Andronikos Medina for the historical background and @Dasaavawarfor participating with feedback and ideas! - Together we came up with an initial review of the current meta of the game (Gameplay_sketch) And, from that, we distilled a plan of present and future features that would be possible to implement: https://docs.google.com/spreadsheets/d/1gEokmKtmHw_1vQwC2tTUMvgxO_ttm3Z_Xq1GBUeMKT8/edit#gid=2057863749 (it's meant to be a general blueprint, some things may be further reviewed in terms of gameplay balance) - The main focus would be on the current roast of civs: Byzantine, Umayyads, Carolingians, Anglo-Saxons, Norse + a new faction: Rus. Some things have to be completely updated (Umayyads buildings set, thanks also to @Lopess support!) and some things may be refreshed following a organization of civs into 3 main categories: "Empire civs", "Medium civs" and "Tribal/Nomadic civs", to help manage the balance of each of them. Something that @Dasaavawarhad already conceptualized in this thread: https://wildfiregames.com/forum/topic/58002-civ-differentiation-playstyles/?do=findComment&comment=460284 - Currently we've decided to focus on refreshing the Byzantines, the most complete and central civ of this mod, thanks to @Andronikos Medina particular interest and expertise around this civilization and historical period. We decided for the introduction of an administrative building (Bouleterion, based on the monastery of Nea Moni) that could: 1. Mark the imperial status of this civilization 2. Offer a blueprint to update current buildings/texture pack somewhere in the future 3. Experiment new techs that could be adapted to the following civs and revive the gameplay that hasn't been updated since a23-24 After this first step we would have maybe reached enough maturity and expertise to tackle maybe a new civ like the Rus' and hopefully provide a new, fresh update to Millenium AD. but we're still at the very beginning of the adventure! Gameplay_Sketch.txt
  8. Working on this mod, so far I managed to make something similar to what @Lion.Kanzenwas explaining. I introduced a new civ (Rus) and a new building with special functions based on my initial idea/concept at the beginning here: Stan gave some suggestions in this thread on how to develop the concept from the templates available: So here you go! A new 3d model that can be built in neutral territory and, as you can see from the pictures, act as a market (and also as a dropsite!). It's all playable here : https://github.com/stereotipo/millenniumad If you're interested I can keep you updated on future progress! I didn't exactly know how the Council of Modders operated, but now I think it will be good to share more of new material here in the forum, so it can benefit also of the supervision and feedback of more experienced people! I just hope I'll not bother too much
  9. Awesome!! Great explanation!! We could definitely think to make it more easily available for everybody else! Since I'm working on the Millenium AD mod I can think to create some documentation from the work and the stuff I'm progressively learning! I think that some clear explanation of the file structure like this, could be very, very helpful to whoever wants to take a look into modding
  10. I don't know if it was google translate, but I love the definition of our species as "very Spanish" That makes me think, for some lore, that we may take inspiration from the colonization of America to represent both humans and native populations of other planets Maybe this could be the basis for a "X" civilization of highly developed human fused with cyborg elements that have gone rogue and separated from the more - vanilla - terran civilization. It could be an interesting element of conflict. YEAAAAH!! Looking pretty cool!!
  11. ahahahaha yeah!! we wrote basically the same stuff at the same time
  12. mmmh I think is more those hard, straight angles of the notch in the top that host the logo that have a different "vibe" (or design language), compared than the rest. It's a detail I would agree with. Maybe a further improvement would be to have it round, so it can host the logo more softly, or maybe a square, without those angles. The logo could be a little bit smaller to fit more armoniously with the rest. These are really small details if you want to reach a 100%. The overall look is an amazing 98% nevertheless!! And I hope it will be implemented into the game, is very refreshing to see!
  13. Hey, thanks!! Yes, actually I managed to understand the basics here. If you go to my github (Here: https://github.com/stereotipo/millenniumad), I managed to: - create a new civ - create new customized buildings - add new/updated assets to the existing civs - add a special building with customized behaviour + extra techs I'm still at the beginning, but I got a general idea of the basic work. Mostly I simply copied pieces of code from existing projects, but I'm far from knowing how to properly code for example. Or troubleshoot some errors I may find. So yeah, I can maybe explain some of the basics and the logic behind. But only that. After that, for anything more complex, you'll find me here in the forum asking questions around! ehehe ps: btw thanks!! I was missing this thread here! Very useful as well!
  14. maybe some of the first aspects to cover are a bit of lore behind. At least some general ideas. And maybe, for each civ, a series of basic characteristics that can define their aesthetic: If we take simply terrans as a benchmark, what would be their characteristics? - refined, high tech, representative of some sort of global order? (Starcraft) or : - a dirty, rusty, imperialistic power? (GDI in C&C in Tiberian Wars) I think is important to associate a series of clearly defined connotation for each civ, so it can be easy to identify them and also develop a coherent design
  15. yeah, actually is a good idea! I was thinking how I could do something about it. The only thing is : beyond some experimentations, I have pretty much zero experience, so I would appreciate some backing from people who have more knowledge either in coding and 3d modeling. But is a nice thing! I'll keep in mind and think some ideas to propose, in case
  16. okay, this sounds like something very fun to do!
  17. btw.. today in some threads I've seen they mentioned BAR .. I think it could be a pretty cool inspiration for hi-tech/futuristic stuff https://www.beyondallreason.info/
  18. ehehe that's funny yesterday I exactly proposed the same to DerekO and I also tried to put him in touch with @mysticjim so we could start to have a little social media team based on these suggestions! Now I just have to find a little bit of time to fully develop this idea
  19. oh, that would be great and make the process A LOT easier! For example, I found immensely helpful your old tutorial on how to set "props" into the game, Stan! But I recognize it's something that would require quite a bit of time and effort to develop fully. Maybe an idea could be to take advantage of the development of a mod, and try to make each step more open..? Like, step one: creating a new civ (zergs) - step two: template structure - step three: basics of 3d modeling etcc.. I found the initial phase the most difficult, where I had no idea where to even start. But after that step, then people would have the tools to proceed autonomously for a while and it would lower the learning curve exponentially for a lot of new users. This, assuming that incentivize modding is something that would be meaningful to pursue for the whole 0ad project
  20. Very nice! I'm following this interesting conversation! ^^
  21. ooooh right!! I always forget that part before exporting! This is a great feedback! You're so right! There's some sort of disconnect from making the texture set in Photoshop and then apply it to the model.. I feel like there's always something missing that is difficult to anticipate before! I don't know if I'm still making something wrong, or if it's part of the normal struggle of making textures! ehehe still learning this part! Por sinal@Lopess UV mapping é ainda meu ponto fraco. Eu ainda arranjo as faças manualmente no editor, mas acho que não seja o método mais certo. As vezes eles aparece em todos os lugares e não são conectada entre eles. Talvez há alguns shortcuts pra juntar ou alinhar as islands? Ou algo automático e mais certo..? Sorry for the question
  22. yuhuuuu!! nice!! Thanks man!! ^^ I was really curious to hear from you since I've learnt a lot from your previous models!!
  23. I share here some of the building updates I made to complete up the Umayyad civ. I'm learning a bit along the way, so they may have to be checked a bit before eventually bringing them to the game. Anyway guys, feel free to use these assets! - A couple of house variations - Farmstead - Storehouse - Blacksmith I also changed a bit the texture, to make more space for the yellow-ish concrete part, which is the main component. Not sure if I'm doing it right. Of course, in case it has to be optimized with normal and AOC maps eventually in the end Umayyad_basic_building_set_06.blend Umayyads_Blacksmith.blend
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