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Radiotraining

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Everything posted by Radiotraining

  1. 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!
  2. 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!
  3. 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
  4. 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
  5. okay, this sounds like something very fun to do!
  6. 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/
  7. 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
  8. 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
  9. Very nice! I'm following this interesting conversation! ^^
  10. 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
  11. yuhuuuu!! nice!! Thanks man!! ^^ I was really curious to hear from you since I've learnt a lot from your previous models!!
  12. 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
  13. Thanks guys! Nice exchange of ideas! I can maybe experiment with Lion's idea and see what can come out of it!
  14. Aaaah I remember to have seen such feature somewhere! Exactly, I was wondering if this could have been the correct workaround or there was some other snippets of code I was missing.. I was afraid to make a mess! Thanks everyone! I'll keep trying and experimenting. It's very interesting and fun!
  15. Ahahaha I chuckled at this! Omg this is so unnecessary lol This is quite a bummer I was hoping it could become a real mechanic. There's a game, Praetorian where is a well developed mechanic and something that could work awesomely in 0ad Ah, this is very interesting! I always thought there was something strange in siege mechanic in 0ad also because how sturdy is siege. Maybe by making it more fragile it would avoid those typical ram-only invasions to finish the game. Mmmh interesting new perspective here! It seems that you're starting to enjoy it a little! That's great!
  16. Yeah, is just to experiment for me but also understand these aspect of code.. purely a curiosity, since I found this thread by digging around here Sorry for my super noob question
  17. Thank you for sacrificing to the cause! Seriously though, thanks for trying it out and the detailed report: I think there's quite a lot to learn, even in the "mistakes", so is pretty cool to have this deep review .. waiting for more once you'll experiment a bit ^^ eheheh have fun!
  18. Digging in the forum there were quite some interesting concepts that haven't been introduced to the game yet and it's such a pity! Since I'm trying to resuscitate a bit the mod (just trying for the moment LOL), maybe some of these early concepts could find a new use! @Stan` do you think you still have such concept for a Norse fortress..? or it's more like lost in the sands of time.. ? Sorry for asking
  19. Question from a complete noob : how is possible to hide some of the current civs in this mod?
  20. yeah, but also I would add is not easy as it sounds to create a new set of civilizations. Each one requires a lot of work and a lot of tweaking afterwards to make sure that the standards of the game keep being this high. Take the recent project of Lusitans and see how much work it has been put into: Also the Han Chinese had been delayed for a couple of releases until they were just right, so the balance is always between diversity and trying not to break the game with something completely out of place .. just saying!
  21. I played a couple of matches and wow! well done everyone!! they feel quite organic and complete and also lot of fun to play! I also think they would fit nicely in the main game and provide an interesting variation from the roast of civs commonly used! I agree on the feedback about the roofs: that orange dominance is a bit too pronounced and it would benefit of a general desaturation and more noise to feel more realistic.. all the rest is quite good! nice, nice!
  22. - "es normal que sua pizzas tengan cabellos?" - "no, generalmente tienen caballos" My God that one!!
  23. Okay guys, I'll finally ask: would you like some assistance with graphic design on these collateral stuff? I was a bit hesitant to commit to longer term tasks, but also would be nice to help out @mysticjim which is already doing a great job together with his life changes .. I think that a little team could be more effective to assist each others out and cover some social presence in other channels! What do you think?
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