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Radiotraining

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Posts 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!

    • Like 3
  2. Quote

    this post will help you. if you don't know how to do something, just look at the templates, I know it's hard for an artist to make templates.

    it is pure code, any modder will explain you how to add new things to your template.

    the first thing you should know is that there are 2 types of files.
    those that define the art and those that define the simulation of the object.

    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 :D

     

    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. 38 minutes ago, Stan` said:

    Well Ideally you could complete this section https://trac.wildfiregames.com/#Formodders

     

    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. 4 hours ago, Stan` said:

    Well as @Locynaeh told me last week we need moar documentation :P

    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 ;) 

    • Like 1
  6. 12 minutes ago, Stan` said:

    Nice, keep it up man. Just one thing, they need to extend below the ground, otherwise you'll run into trouble on uneven terrain

    ooooh right!! I always forget that part before exporting!

     

    Quote

    you have to vary the texture a bit. put some "paint and decorations"

    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

  7. 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

    Schermata 2021-11-20 alle 12.17.03.png

    Schermata 2021-11-20 alle 12.19.31.png

    umay_struct_02.png

    Umayyad_basic_building_set_06.blend Umayyads_Blacksmith.blend

    • Like 3
    • Thanks 1
  8. 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! :)

    • Haha 1
  9. 55 minutes ago, Lion.Kanzen said:

    Some factions units are not binary, they literally have a girl's voice.

    Ahahaha I chuckled at this! Omg this is so unnecessary lol 

    58 minutes ago, Lion.Kanzen said:

    Some factions can hide in the woods, others cannot.

    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 

     

    1 hour ago, Lion.Kanzen said:

    I like how balanced the conventional siege engines are. With a couple of spearmen you burn siege units

    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! :)

    • Like 1
  10. On 16/07/2016 at 9:23 PM, Stan` said:

    Norse_Fortress.png

    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 :ninja:

  11. 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! ;) 

    • Like 2
  12. 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!

    • Like 3
  13. 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? 

     

    • Like 2
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