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nifa

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Everything posted by nifa

  1. lol, this video makes you realize what a vast improvement this is
  2. I think the difference would be the direction that the unit is pushed to: With the current pushing, it would move the same direction as the pusher, which means they will probably collide again. With the "clearing the path" mechanism, the second unit would make two steps into the direction it faces/ or into a direction with free space/ or a certain angle of the pushers movement direction, so hopefully avoiding another collision. I'm especially thinking of the elephant sliding another elephant scenario from the videos above. I don't know if this makes sense or if it's too costly but maybe one active instead of passive move could help solving the bottlenecks somehow Yeah, I'm a big fan
  3. ok, another random guess: Maybe we could use an additional force, where an idle unit clears the path for an allied moving unit, before they are colliding, when it's blocking the way? The blocking unit would just slighty move to the side, but only if there is space available
  4. I thought the defender is that one who's movement gets influenced by the attacker. So when two units collide they are both on the same time attacker and defender, depending on which movement is calculated.
  5. What if it used other geometric shapes, like a triangle e.g.? Or maybe even different shapes for the "attacker" and the "defender"? Like a triangle elephant pushing a rectangular elephant, the later would turn out of the way faster?
  6. nah, I could learn a lot from your work here :D Really cool! Didn't know all this was possible.
  7. Ok nice! You could also bake from highpoly to lowpoly to keep the details in a normal map or bake ao into the diffuse
  8. Cool stuff! Did you make the models or did you take them from somewhere?
  9. The shininess is defined by the spec map, and it should be dark where the hay roof is uv-mapped. Maybe you are using different materials in the .xml actor files and in some cases spec map is not taken into account and in some cases it is?
  10. This seems interesting! Another thought I had when watching the elephant videos (probably unrelated): All soldiers going back to idle at the same time when the elephant dies looks so abruptly, maybe there could be some randomness (like some cheering, some idle) or random delay.
  11. Thanks, yes it's better. Calvary movement looks smooth too. In the catapult video those 2 guys walking in circles looks strange, but I guess it has nothing to do with the question here. Yes I want to do that some day when I have more time, thanks for the offer, I will get back to you
  12. Too bad it's not possible to make a mod, unfortunately I don't have it compiled. I like what I see in the videos. The ship's movement looks really natural. The timing in the other two videos might be not 100 percent on point (on the elephant attack too late, on the catapult impact too early?). I think it's nice and I wanna encourage anyone who is able to test it
  13. I'm excited to hear this is going forward! Is there a way you could provide a mod for easy testing purposes if it's not too much work? That would be awesome.
  14. Moved prop_apron (the cloth) from tropaion_post.xml to tropaion.xml, which means that tropaion_post can be a small tropaion without a stone base. Also added a different bronze base to the post and gave the shields around the base more geometry, so they look less polygonal, as requested by @Thalatta tropaion_0.28.3.zip
  15. Here's the updated mod. I changed the positions of the three prop-points in the mesh tropaion_post.dae, all other files are untouched. Sure, would be nice if someone made a pull request. tropaion_0.28.2.zip
  16. The last one is AI-generated and the plain landscape is done with a heightmap in Atlas? It looks promising!
  17. I've got access, thanks! Looks nice too, I will add this one then
  18. There is also one on one of the scaffolds, it has a nice texture that I'm using. And for the wooden skene I took the texture of the roman siege wall Are you sure it is unique, it seems to fit to the timeframe, why wouldn't it be build the same way in Athens? I can try to come a bit closer to the picture, but I think a lot of the visual reconstructions are approximations too. Okay, I will get rid of it for the early version and use a compound pully for a later one then. I might add these guys to a later version too: Sophocles: https://open.smk.dk/en/artwork/image/KAS633?q=Portrait of the Greek tragedian Sophocles&page=0&filters=has_3d_file%3Atrue Two other dudes that could resemble the guys which actually had a statue in the theater of Dionysos: https://open.smk.dk/en/artwork/image/KAS240?q=menippus&page=0&filters=has_3d_file%3Atrue https://open.smk.dk/en/artwork/image/KAS629?q=demosthenes&page=0&filters=has_3d_file%3Atrue
  19. https://www.academia.edu/8717811/Deus_Ex_Machina_Mechanism_Reconstruction_in_the_Theater_of_Phlius_Corinthia
  20. Thanks again! This one is a nice source. It's always gameplay vs historical accuracy/realism vs visuals. People will be frustrated if they can't upgrade because they build their theater too close to another building. From what I learned, all hellenic theaters in the game are somehow not a good historical representation? So maybe now is the point to reconsider the footprint. I'd vote to go for a much larger one, as on ancient city plans the theaters are often one of the buildings taking the most space.
  21. @Thalatta Thanks for your research and explanation! I'll go with this one then. That was actually what I started with, but the reference doesn't help much. It's basically just two cuboids put on each other and filled up with props. It will look too empty for the 0-A.D.-style. I would need some ideas of how I could give it a more interesting shape, or add fences, windows, doors, awnings, curtains, canvas, columns etc... It's also much smaller than the corresponding stone skene in the later theaters. If we want it to be upgradeable it should have the same footprint, which means I have a lot of space to fill up. If you got ideas, let me know I'll try to be creative (which is not my strong point :D) and then it hopefully won't be too far from historical accuracy.
  22. It's a drawing that I saw in book, but I just rediscovered it here on page 123: https://publications.dainst.org/journals/aa/article/download/1936/5967
  23. I found a different reference for a stage, which I prefer. It has a stone building in it, but the whole structure still looks "rustic" enough I think. Still a wip, so UVs, props and all that small stuff are incomplete. If I'm on the wrong track it's good to know early though, so what do you think?
  24. I think our model should have roughly the same footprint as the existing stone theater model, which means that the shape from the second image from @Genava55 fits much better for our needs. And the Skene would be made of wood and fabric then.
  25. From assasins creed. Should we go for something similar, especially with the stage? Is it historically accurate?
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