Jump to content

nifa

Community Members
  • Posts

    208
  • Joined

  • Last visited

  • Days Won

    9

Everything posted by nifa

  1. 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.
  2. 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.
  3. 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
  4. there are bees as particles in the hyrule conquest mod, you might want to use those if you get the permission
  5. 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?
  6. This one is by far the most famous one. But it's from 6th century, isn't that too late?
  7. 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
  8. The Han Chinese Empire will be added for the next alpha, coming soon:)
  9. 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:)
  10. 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
  11. 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.
  12. what about sorting in columns by function and in lines by phase like this: 1. column is civic 2. economic 3. military 4. fortification
  13. 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.
  14. 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
  15. 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?
  16. You can also use the following: Mesh ‣ Clean up ‣ Delete Loose Select ‣ Select All by Trait ‣ Loose Geometry https://trac.wildfiregames.com/wiki/ExportingErrors It says you can't use quads and that you'd have to triangulate your mesh, isn't that outdated?
  17. You can use copy/paste (ctrl + c/ ctrl + v) in Atlas to get at least a little bit of symmetry.
  18. I tried out several biomes and they all look very nice! The random topography makes it so real and unique. Sometimes it produces a little mess though, with mines appearing on top of the mountains. Treasures sometimes don't fit the biome they are placed in, e.g. I had ship wrecks on the mountains xD Some waterlilys and reed at the lakes would look nice:) Would love to have this map in the main game!
  19. here they are:) i'm not yet convinced of the textures though the smallest size could be like the recent camp but with the option to draw the camp to a bigger square rome_pilum_murale.dae pila_murale.blend
  20. Common structure of a military camp during the imperial period: Valli is a different term for pila muralia
  21. hi all, I took my first few steps in blender and tried to recreate a wall of pila muralia (or pilum murale), which are wooden sticks made out of oak. The Roman legions used to carry them with them to quickly build up military camps without having to cut down trees first. They piled up an earth wall, stuck the pila muralia in it and tied it together in the middle. Now I was wondering if that would be something to use for a replacement of the recent army camp model, which is a bit too small and outdated imo. I also found some nice reference for new tents (e.g. for the centurio): http://www.castrum-novaesium.de/Seitenraster.12.html The camps always had a very similar structure, mostly square or rectangle with 1 entrance on each site and round corners. Some of them were build for a night, others were upgraded with stone walls and barracks, e.g. to protect a border. I was wondering if it's possible to build the wall with drag&drop in a rectangular shape and then automatically fill it up with tents? The point were you click the mousebutton would define one corner, and the point where you release it would define the corner on the diagonal side. That would let the player decide about the size and the shape of the camp, while it's still only one button in the building menu of the units. Would that be easy to realize or is a lot of coding required?
  22. With the latest svn (At revision: 26462) I get errors when trying to save a game or load one. It appears to be some problem with the GUI of the saving/loading window (page_loadgame.xml). Does anyone else have this problem?
×
×
  • Create New...