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nifa

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Everything posted by nifa

  1. 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
  2. alright, I'll do my best. The unpacked onager has a lot of hidden triangles too, and way too much geometry for the small round parts:
  3. for you to take a look for yourself to-do's: - I just saw at the backside there is still some overlapping with the wagon. - I need to fix some textures at a few places where I had to add geometry - the black parts of the textures are to strong imo - there are a lot of unnecessary and hidden faces and to many tris in general (?) onager.zip
  4. better? I would like to make it still recognizable what it is unpacked.
  5. Alright thanks, I changed it and will keep it in mind for a possible new version:)
  6. Thanks! Here's the mod So far it only adds the new one for romans Palisades.zip
  7. 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?
  8. the number of tris isn't necessarily higher. Don't know if props are an issue regarding performance, but i don't think so
  9. 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
  10. 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:)
  11. 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
  12. @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
  13. 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
  14. 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.
  15. 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.
  16. 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
  17. there are bees as particles in the hyrule conquest mod, you might want to use those if you get the permission
  18. 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?
  19. This one is by far the most famous one. But it's from 6th century, isn't that too late?
  20. 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
  21. The Han Chinese Empire will be added for the next alpha, coming soon:)
  22. 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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