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nifa

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nifa last won the day on January 25

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  1. If someone finds a CC0 model or relief texture let me know. We could ask this guy for permission: https://www.artstation.com/artwork/rABVym https://sketchfab.com/3d-models/ara-pacis-of-augustus-8b6b29626c7f49a1a0376ff6cff863fc Could augustus mausoleum as in the second video be another wonder? It has quite a unique shape.
  2. Thanks for the refs. So I guess I should get rid of the entrance and give the hill a more conical shape?
  3. @Genava55 I know they are predominantly from the viking era, but is there any chance the cimbri had runestones as well? https://en.wikipedia.org/wiki/Runestone
  4. So here's what I'm gonna do: 1. Get rid of the two ahistorical stone babas. I can make them an extra for the Rus in the Millenium mod. I think the remaining 5 stelae are sufficient, but if @Genava55 or someone else got references for more that are different enough from the existing, I might add them. 2. I plan to bake maybe three (?) different diffuse textures for the stelae to get some colour variation. Any wishes? 3. Redo the kurgan: Hill + gravel around it + stelae around the base. Think I'm gonna keep the entrance though. Not sure about the stelae on top, maybe as a variation. I'm gonna make a decal for the foundation actor. 4. Adding player colour. Still not sure how. Maybe that cauldron and the wagon for a ceremony suggested by @Genava55. Not sure where to place them though. Thoughts?
  5. WIP. Thoughts on the concept in general? Other than the deletion of unseen faces, any artistic or technical advise? What do you think of this kind of burial chamber? Is it ahistorical? Two stones together (or three at both ends) make up a prop, that adapts to the terrain. Unfortunately the whole concept only works with a lot of props, and this is even without any plants or bushes: What would be an appropiate number of props? Any idea which props are worth to be added? Cadaver of a horse or human corpse, weapons, wagons etc? File's attached. Please test on different biomes and different terrains. stone_ship.zip
  6. spec and normal map related to germ_struct_03 seem to be existing twice and there is a redundant prop in an actor file that leads to the following missing prop point message:
  7. What steps do you take to complete one architectural set and what software do you use?
  8. I've been following these projects from time to time and it's really nice seeing there's progress being made. Looks really promising and i can't wait to see the results!
  9. nice, I see Nike of Samothrace there. Really cool stuff. You are really productive, what's your workflow? How much time do you need for one civ?
  10. You could use this for import: I think you might have to modify the meshes though, because the game meshes are often just "flat planes" and they need some thickness for printing. Also keep in mind that a lot of the details is stored in a normal map. I think there is a way to turn the normal map into geometry via nodes editor.
  11. For the case that the "capture the wonder" will victory condition will be included someday, I spent some thoughts on the "game type" menu, which is somehow counterintuitive imo: For the game speed and ceasefire, there's the category on the left, with the options on the right. For the victory condition, there's no category, instead the options are on the left, with the on/off buttons on the right. The "No"s are also kind of confusing. So what I was thinking of: 1. Put the category to the left: "1. Victory Condition" 2. Add a dropdown at the right to choose from all possible victory conditions 3. Add a second "2. Victory Condition" with the option "none" 4. For every further victory condition that is selected from the dropdown, add another victory condition with "none" This way all unused victory conditions are hidden in the dropdown. Since the victory conditions only appear after the previous one is chosen, at the first look it will be less text, so less overwhelming for beginners. This would allow to add more victory conditions in the future without overcrowding. Options for each victory mode could be shown directly under each one, not at the end like it is now. Also the logic between the victory conditions are clearer, as all conditions right now are alternative, not additive, ways to win. Later a button could be added to define for each condition whether it is necessary or non-mandatory to win. This could look like this: This could be the layout for the options:
  12. You can find the meshes here: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/meshes I don't think the units are suitable for 3D printing though, you might try to print one of the statues instead.
  13. I like the idea. Not all graphs start at zero and go up to the right though, maybe zooming in could be a different approach.
  14. I'd like to have a grid underlay for the line charts in the summary. Also it would be cool if "battles" were shown, like in AoE. So when a certain percentage of the total kills happen within a few minutes, the spot is marked on the graph.
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