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nifa

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nifa last won the day on June 5

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  1. Gotta say I like the inertia in these two videos: https://gitea.wildfiregames.com/0ad/0ad/pulls/8957#issuecomment-140218 Especially the ships slowly drifting before stopping looks so much more natural than the abrupt stop now.
  2. The ship collision is cool. Could both units be affected, so the attacker gets a little backlash too? With this maybe we can have naval capturing soon, with two ships dragging side by side for boarding.
  3. Bildschirmaufnahme 2026-06-05 113133.mp4 I could add a person (or a donkey?) pushing the grindstone in a circle? Or maybe that's too much (performance wise and visually)? I can take a look into it. The han forge has something similar where we can get some inspiration.
  4. I tried exporting an animation and it gives me the error that the animation failed to load and the file is marked as bad and it doesn't export the prop points somehow. My prop-empties and the object are parented to the armature. Before exporting I select the props and the object, then at last I select the armature, so that it's highlighted. I created the skeleton file using the python script by @Stan` Any ideas what I'm doing wrong? EDIT: Nvm, I solved it, wrong name of the animation file in the actor editor.
  5. Maybe MakeHuman could be useful for some of these tasks.
  6. Looks like the ones for the gladiators, in vanilla atlas-only unit and in DE trainable from the colosseum? Are you taking the pics from above in atlas with "ground" activated? Looks like they are cut off below the mouth
  7. Why not reduce maximum capture points when a building is damaged? It's realistic that e.g. a damaged fortress is easier to capture and it solves the problem you mention. So for example: For every 2 HP a building loses, max. capture points reduce by 1. That would mean a nearly destroyed building is half as difficult to capture as an undamaged one.
  8. I kinda like how the existing dirt decals deal with the transition at the edge. Less straight makes it look more natural imo: Apart from that, the pebbles and the grass are nice. Maybe make the grass a little lighter, so it doesn't stand out too much and it fits with the colors of a mediterranean biome.
  9. yes, I think that's the one I have some of these functionalities are really useful for a fast and clean uv-mapping
  10. I found textools quite useful for that
  11. For the stone walls it would be nice to have some pebble stones or grass/ plants along the corner where the wall meets the ground. Maybe you would like to bake the ambient occlusion for the decal with the walls imported, or bake ao into the diffuse. For the rest, I don't know if you are planning to add this for all buildings, but if you do it would be nice to keep a difference between rural buildings (farm, corral, storehouse etc) and city buildings, maybe even military and civil city buildings. The ones you've done already are looking much better now
  12. Why not just create a black/white texture with texture paint and use it as a mask? Seems way easier to me. If you want to combine more than two textures, use an RGB image as a texture mask.
  13. Are you sure that it's just the order of the props in the actor file which defines which is above? I had the same problem with my olive mill and changing the actor file didn't solve the issue, it just appeared different each time. I think instead of or additionally to blending out at the edges, you should cut along the gaps between stones. You could avoid the triangle stones at the edge of round decals for example. Also I think you should scale the tiles down, they are too dominant imo. To easily edit it I strongly recommend using masks in the material node shader if you're not doing so already.
  14. At the edge of the road decals, could you test how it looks if it's carved out along the gaps instead of blended out?
  15. looks nice! Would be cool if it plays a @#$%-a-doodle-doo sound when the rooster crowing animation is starting
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