nifa
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Everything posted by nifa
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Thanks! Here's the mod So far it only adds the new one for romans Palisades.zip
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Well right now the template for the long palisade consists of one palisade_long.xml, which sets the trunk in the middle, and 24 props for each of the other trunk. So if I get this right, props should be avoided? Does it make a difference, if I use the same prop multiple times? I could make groups of e.g. 5 trunks for each prop, so each palisade_long.xml would only have 4 props. Would that save GPU/CPU?
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the number of tris isn't necessarily higher. Don't know if props are an issue regarding performance, but i don't think so
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Hey folks, I tried around with the palisade and had the idea to make every trunk a single prop, which adapts to the height of the terrain, so that it has a nicer look on hilly terrains and the towers inbetween are (almost) obsolete. Let me know what you think of it palisades.mp4 It works good, some problems are left though. The tower is a single stick now, which doesn't make much sense. Sometimes the "stretching" leaves too much space in between or produces overlapping. I think those things could be solved by editing simulation/helpers/wall.js, but unfortunately I don't know javascript, maybe somebody would like to dig into it. I'd like to add more faction-specific lower walls, if that works. It wouldn't work with stone walls though
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Yeah I know, I think that guy is in the wall not because of the randomization, but because of the offset I added. After the randomization x± (≤0.3) I added 1.5 to x for the last row of soldiers, so that they would not stand behind each other. That's what I meant that there can only be 15 soldiers then. I just forgot to delete the one which is too far off then. Anyway, if it doesn't look pleasent and is too difficult to implement, the randomization is not too important. But what would you think about the offset? So only 15 soldiers, 8 in the front row, 7 in the back row, but between? That would give more space for each soldier and also I think it's more realistic, since they don't each have one soldier in front of them, which is blocking their view (and no friendly fire :D). The distance between each turret point is 3, so adding 1.5 to x for the turret points nine to fifteen and deleting sixteen should do it (Hope I can explain good enough what I mean :D) thanks, no problem:)
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that's true with the animations, sorry I missed that XD. I mean randomize within a range. I tried it by randomly changing the x or the z coordinates by adding or substracting up to 0.3. It would be nice if the game would automatically do that, but I don't know how randomization in xml works. E.g. if x is 1.5 it would be changed to something between 1.2 and 1.8 I added the file for the roman long wall with a little randomization, so you could try out how that looks:) Also I would prefer if the second row would not be right behind the first row, but with a little offset. I guess that would only allow 15 soldiers though. wall_long.xml
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@real_tabasco_sauce Would it be possible to randomize the position of each soldier on the wall and maybe even play the idle animation? Otherwise it looks kind of unrealistic that they are kind of like in a formation and not moving at all
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=[TASK]= The Pantheon of Marcus Agrippa
nifa replied to wowgetoffyourcellphone's topic in Official tasks
Thanks for the help I cut it down from 12k to 7.4k tris. I imported the Columns from the roman Civic Center and used them for the Pronaos (the temple part). They look better now, but still have 2.8k tris only for the 16 columns, probably still to much considering they are much smaller. I could try to further decrease the number of tris or to do a texture rework if needed. Just need to know what I'm aiming for so let me know, I'm open to any kind of feedback I'll attach the files incl. blender files again. Btw, why are imported models often scaled so small and how can I see the seams of them? Also is there a way to unwrap uv-islands on top of each other? Pantheon2.zip -
=[TASK]= The Pantheon of Marcus Agrippa
nifa replied to wowgetoffyourcellphone's topic in Official tasks
So I'll have to make a new texture? I could try to lay it out nicely for someone with Gimp skills Thanks, I can remove those. It's just two faces which are partly inside so i didn't know if it's better to get rid of it. I guess hidden textures are even worse than a few additional tris? I tried using it on the dome, unfortunately it kills the stairs on top. Using mark sharp works but doesn't get good results. Nevertheless I cut down tris of the dome by half, let's see how it looks in the end. Object data properties -> Normals -> Auto Smooth is greyed out for some reason. Yes definitely. I think the columns especially have a lot. I'll cut it down. At the beginning it's hard to estimate how many segments a cylinder should have and i thought it would be easier to delete than to add geometry. I might lower the tris of the inside as well as it is only visible through the hole anyway. -
==[TASK THREAD]== Wonders of the World
nifa replied to wowgetoffyourcellphone's topic in Official tasks
I upscaled the sphynx which is already in the game. Could use some more geometry. The beard is missing and the head is too big compared to the body. Apart from that it already looks nice The texture doesn't seem as pixelated as expected. -
=[TASK]= The Pantheon of Marcus Agrippa
nifa replied to wowgetoffyourcellphone's topic in Official tasks
I've tried my luck with the pantheon and this is what it looks like: I think it's quite ok for the start. It's my first project so it'll probably still have some flaws I'd be happy if some people could give me a feedback, I'll attach the blender files so maybe someone can also give me some technical advices. For everyone who wants to try it in Atlas, you can just copy the folder to your mods folder:) About textures... I think the mesh could have less triangles, maybe dissolve some faces and so on, but what I kind of struggled with are the textures. First I tried it with the texture of the existing pantheon and added a roof of rome_struct.png. Then I was thinking about creating a new texture file just for this building, but my texturing skills are too limited. In the end I ended up using four of the existing textures that I found already in the game. That's why in the end the mesh is sliced up in so weird props:D Anyway, it somehow worked, but still I got some unclean parts of texture on the mesh. The one on the left is the original one, the one the middle new mesh with old texture: So for the future, what would be the best workflow for texturing? First unwrap everything and make a perfect UV map, then paint a texture? Or use an existing texture and scale the UV islands according to it? How important is it to save disk space by using existing textures? Thanks a lot in advance! Pantheon.zip -
there are bees as particles in the hyrule conquest mod, you might want to use those if you get the permission
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How about deviding them into two Maya factions similar to the republican romans/ imperial romans? Using either a territorical or chronological distinction? Or giving the player the option to chose from two different sets of buildings when entering phase III, if the game allows it?
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===[TASK]=== Civ-Specific Minimap Backgrounds
nifa replied to wowgetoffyourcellphone's topic in Official tasks
This one is by far the most famous one. But it's from 6th century, isn't that too late? -
nice, congratulations!
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When being attacked, hitting the spacebar or clicking the notification also makes the camera follow the unit. Maybe you can find the code you're looking for there: https://code.wildfiregames.com/D1461
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The Han Chinese Empire will be added for the next alpha, coming soon:)
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Hi, let's say I have a two different roofs and to different types of walls, and I want to combine them with randomly. I could make 4 different meshes and export them as dae or I could make two roofs and add each possible wall type as props (or the other way round), having again 4 (but smaller) meshes. Is there one solution which is preferable? Should it depend on how to better use textures? Secondly, is there a way to randomize inside a variant of an actor xml? So let's say each wall type should have 2 possible roofs, and on each roof there could be 2 different types of chimneys with two different types of smoke. Now I want to make every combination possible. I know I could make one variant after the other, but that would be an endless list since there so many possible combinations. And if possible, what would be the code? Thanks in advance:)
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I don't know why someone should do that, but it's maybe in this case the pattern could be broken up? true, maybe also in this case the pattern could be inactive the problem with differention by row is, that if 10 portraits fit into one row, with 11 buildings you would already need 2 rows and would have 9 unused spots in the second row. While with columns of 3, the need for space is less. If there are 4, then it would be 3 + 1, so only 2 unused spots. Also there are already 13 buildings for phase 1 for the Athenians e.g. One block for each phase: Sorted by function, how it looks in village phase: How it looks in city phase: so the late buildings are all downwards, i hope that'd be intuitive enough
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well, it's basically the template/ classes order. I think it will mostly be an improvement for beginners It's the same number of portraits in the same space. You can check, no change of the size. It would be 8 or 9 portraits per line instead of 10; but the columns are better filled up with 3 portraits, while in the original 7 out of 10 columns contain only 2 portraits.
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what about sorting in columns by function and in lines by phase like this: 1. column is civic 2. economic 3. military 4. fortification
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Alpha 26 Pre-release/Release Candidate Build Testing
nifa replied to Stan`'s topic in Game Development & Technical Discussion
maybe like in the following? I think it would be nice to use "tabs" like in a browser: -"stats" tab -"history" tab -"builds" tab -"equipment" tab; I don't know if this is possible, but for some units it would be nice to have some information about the props, like the roman pilum, scutum or gladius; or the iberian falcata Also nice to have would be if you could press the upgrade buttons in the menu and you would instantly see how they effect the unit stats. -
Alpha 26 Pre-release/Release Candidate Build Testing
nifa replied to Stan`'s topic in Game Development & Technical Discussion
idlebug.mp4 I hope it's possible to see, the number of 4 idle workers below the minimap is blinking as soon as they get into a formation @Stan` @Langbart -
Alpha 26 Pre-release/Release Candidate Build Testing
nifa replied to Stan`'s topic in Game Development & Technical Discussion
When a formation is idle, the number of idles workers shown in the right down corner of the minimap seems to be buggy. It switches between including the formation and excluding it few times per second. Tested with svn version, most recent commit 27006. I think it's easy to reproduce in every game. Is that bug known?