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nifa

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Everything posted by nifa

  1. sorry for the stupid question, but how do I install a Diff in my SVN that has not been committed yet?
  2. I've been dreaming of that for a long time, would be so nice to have that. Maybe also an option for one-sided, unfair border, which is nice against AI. Could include a random map script for a castrum as well. So far I don't have experience with random maps though Would be nice. Maybe I could create a new tower in the future. I've visited some limes tower reconstructions and collected references. I'd like to have white plaster included. Ground level entrance bothers me too, should be second floor with a ladder.
  3. no, players can't interact with actors, they have no impact on gameplay. The files in simulation/templates/... (entities) take an actor file and add information needed for how something is handled in gameplay https://sketchfab.com/3d-models/castellum-de-horbourg-wihr-alsace-france-7d888d51e229455c917e71122268319b nice 3D work of a castrum in France
  4. that's props/flora/reeds_giant.xml if you open the map in Atlas you can click an actor while holding ALT, this will show you the name of it
  5. not sure what you mean, maybe in atlas choose "actors" in the dropdown instead of "entities" and type in flora/grass
  6. nice, I did something similar some time ago:
  7. Main reference was Kastell Saalburg (especially for the principia): https://en.wikipedia.org/wiki/Saalburg More references: https://www.roemermuseum-osterburken.de/index.php?id=1161 https://www.wien.gv.at/video/119313/Vindobona-Horreum https://www.modellboard.net/index.php?topic=51995.0 and much more..
  8. It's time to present a blender project I've been working on lately, which is a set of buildings that make up a roman castrum. Contubernium (Barracks) The contubernium consisted of 10 units of 8 soldiers and one centurio, I had to cut it down to 6 stalls, so that it wouldn't be way too long. Horreum (warehouse/storehouse) Horrea were special warehouse to hold mostly grain. The floor was elevated to keep it dry. The walls needed to be strong to withstand the pressure from the filling. Principia (Main Building) The Principia was the main building, were the administration was situated and the standards (Aedes) and valuables (Aerarium) were kept. The big basilica was used for gatherings of the troops. Gate (Porta) Walls (short with stairs, medium, long, curved) It's a work in progress, so still some things are missing, especially (normal, spec) texture improvements and more props. Climbing plants like ivy would look good on it. Some parts still look a bit empty, especially the roof parts. The Gate animation is still missing. Possible buildings to add could be: Praetorium Porta praetoria (Bigger and fancier gate) Wall towers Calvary barracks I'm gonna add references later. I know that for now there might not be much use for it, maybe for some mod or scenario. To make it constructable ingame a js wallplacer helper would be helpful. Anyway, it was fun and I learned some more blender and gimp stuff I guess. Let me know what you think:) castrum-0.27.0.zip
  9. I see an effect of the normal map in Atlas only when there is direct light on the texture, not in the shadows. Why is that?
  10. sorry, false alert, I get an error message now for missing specTex in the actor file. Seems like shader effect 5.03 was not enough, but with maximum 10 it works. thanks, I will keep it both in mind
  11. Thanks, I think it was the shader effects. I didn't know about what that option does. Does the normal map with this material only work if there is a spec texture as well? When I add just a normal texture but no spec texture I don't get any error message, but I don't see any effects. Sure, I'm thankful for any tips. This was just a first try, using desaturation and filter-> general -> normal map on the diffuse texture in Gimp. I will try to dive deeper into it. This tutorial https://i.imgur.com/lpC4V6B.jpg tells me I should edit the grey picture accordingly. Let me know if you have any further guidance
  12. When adding a normal map in the actor file and using the material <player_trans_norm_spec>, I still don't see any change in Atlas. What could be the reason? Is my normal map too weak? Does Atlas not include normal maps?
  13. I don't know if this has anything to do with what you are looking for but maybe it helps somehow: https://mod.io/g/0ad/m/xorberaxs-tonemap-shader
  14. you could open the developer overlay pressing ALT - D and turn off restricted camera
  15. To safe texture space there is a need to put similar islands on top of each other. Addon Textools does a good job. Press "Similar", "Align World" and "Centralize" to stack. But I'm sure there are better ways.
  16. Exactly. If it's used as intended, then it's also not part of the roman set of buildings, instead supposed to be capturable to all civs.
  17. Well, not really. Depends on how precisely we would want to make it. If we use just the existing texture, it looks somehow like this, using only rome_struct.png: But then besides the inscription there is a relief on the front of the pronaos (maybe an eagle with a civic crown), which is missing. Also some of the references you posted have different textures for the walls on the different floors, which aren't existing in the roman texture. Rome_struct.png has only one wall brick texture. I think it would look nice to give each (especially the highest) floor its own texture. The other existing roman texture isn't more useful. How would we include the inscription when using the existing texture? Not at all? Or with a prop? I thought that's bad for performance as well? Anyway, I'm fine with both, just want to have it finished (and committed). Let's see what they say
  18. I reduced the number of tris of the model to 6k, should be fine now in terms of poly count. It's only one mesh now, with the golden dome as a prop. Remapped the UV as well. Is the UV map looking how it should be? @wowgetoffyourcellphone Are you still interested in this? Would you like making a texture for it or tell me how to do that?
  19. I was wondering if anybody has any tips concerning UV mapping. So far it has been really time consuming and frustrating for me, so I tried some Addons. Textools does a good job for stacking similar UV islands. What I'm still missing, is a fast and easy way to pack those stacked islands. UV packmaster seems promising, but is quite expansive unfortunately. How are others doing that stacking and packing, all by hand? Or is there a better basic workflow in blender that I'm missing? I'm happy for any help!
  20. What would you think of adding this smaller onager?
  21. tidier and little player colour to both sides onager.zip
  22. rearranged one overlapping piece, texture fix, deleted faces and used the decimate modifier to cut down tris at the round parts (now 33k; unpacked 39k). Next question, is the player colour too strong or too one sided? onager.zip
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