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Adriano0ad

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Adriano0ad last won the day on May 2

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  1. "Hello, friends! I apologize for the delay, but this week was very busy and I couldn't make much progress on the project. However, I did manage to bring some news! I implemented two new buildings: the oven and the weaving workshop. In addition, I created another house variation, totaling 15 different options that can vary according to construction. The oven will be used to develop ceramic and clay technologies, improving buildings. The weaving workshop will have technologies that will improve units, such as protection, creation of primitive weapons made of stone and bone, and more resistant clothing. I also added music to the project! I completed all the buildings of the Flintstone Age and now I will focus on the units, improving textures, clothing, armor, and creating new units. One of the main goals is to create a nomadic leader who will be the first representative of the group on the journey. Leave your impressions here and share with your friends! I'm open to suggestions and ideas! See you next week!"
  2. Obrigado Lopes, semana que vem trago mais novidades e espero até julho lançar uma demo pra vocês testarem.
  3. It is not yet available for download. There is still a lot to be done so that people can enjoy the game and have fun...
  4. "Good afternoon everyone! I'm here to share the latest news about my mod, World Rising! - *Technologies and Buildings*: I'm working on implementing technologies in buildings and creating new upgrades for houses and fireplaces. Houses now reach level 4 and fireplaces up to level 3, each bringing new technologies, buildings, and units. - *Custom Icons*: Each unit, building, and technology will have its own unique icon. - *Gameplay Adjustments*: I'm revamping the status of units and buildings to make the game more realistic. Construction and learning times will be longer in primitive eras and decrease as civilization evolves. - *Sneak Peek*: I'm sharing some images of what's been implemented so far. Hope you like it! - *Comment and Give Feedback*: Please leave your comments and questions. Your opinion is important to me!"
  5. "Thank you everyone! I'm super excited to share some amazing updates! Stay tuned, next week brings a ton of new stuff! I'll be posting everything here, so don't miss out!"
  6. "Thanks so much for the support! I'll keep you updated on the project, so I'll be posting new updates here every week. Stay tuned for the latest info and get up to speed on everything!"
  7. Game Mode Concept: In this mode, the player starts in the Stone Age and progresses until the fall of the Roman Empire (for now). You can choose from various civilizations across the globe, including peoples from the Americas, Europe, Asia, and Africa. At the beginning, the player leads a nomadic group taking its first steps toward settlement and the development of early tribes. As you advance, you’ll face challenges such as animal domestication, agriculture, the rise of cities, and the emergence of empires. The goal is to survive, expand, and evolve your society through the ages, dealing with wars, alliances, and technological revolutions. Building and Unit Evolution: Each building evolves uniquely as new technologies are developed, granting players progressive benefits. These changes are visually reflected in-game through detailed graphical upgrades that showcase your civilization's technological advancement. The same system applies to units, which undergo distinct visual transformations with each upgrade—whether through weapon crafting, armor development, or clothing improvements. This allows players to visually track their society's progress, from primitive tools and garments to sophisticated weapons and attire. Resources and Mod Objective: This mod introduces an expanded resource system including hides, bones, water, clay, and other essential materials, adding depth and realism to the gameplay experience. Each resource will have strategic value for both development and defense of your civilization. While focusing primarily on your people's growth and empire building, the experience integrates combat elements. Our vision offers: Hours of strategic societal development A comprehensive cultural and technological evolution system Tactical combat that impacts empire growth The satisfaction of building a lasting civilization Challenges of governance and territorial expansion The experience balances construction and conflict, where the ultimate goal transcends mere enemy conquest - it's about creating a civilization that survives and dominates through the ages, through both development and strength when necessary. I am currently working on the Jomon culture that will become Japan in the future.
  8. I'm trying to adjust a texture on a face but it's really hard to get it right in Blender. Could you help me?
  9. Yes it works, it copies a mesh of a house to get the dimensions and made a house on top. I made a primitive axe and a primitive spear and I was able to put them in the game without any problems, now I can't get this house.
  10. Can I somehow load the mesh without texture into the program to test?
  11. Stan, I don't know if the problem is with the texture or the object because it doesn't even open in the program. I've tried removing some textures and leaving only the base texture and it still doesn't open.
  12. I created a house mod, I followed all the steps but when I open the editor and click on the house I made it doesn't load and closes the program, no error appears in the log, it simply closes the program when I drag the house to the screen. script: <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <group> <variant name="base" frequency="1"> <mesh>structural/jomon_house1.dae</mesh> <textures> <texture file="structural/textura_casas_primitivas.png" name="baseTex"/> <texture file="structural/textura_casas_primitivas_normalmap.png" name="normTex"/> <texture file="structural/textura_casas_primitivas_spec.png" name="specTex"/> <texture file="structural/ao/textura_casas_primitivas_ao.png" name="aoTex"/> </textures> </variant> </group> <group> <variant frequency="3" name="Hellenes House A"> <mesh>structural/jomon_house1.dae</mesh> <textures> <texture file="structural/ao/textura_casas_primitivas_ao.png" name="aoTex"/> </textures> </variant> <variant frequency="2" name="Hellenes House B"> <mesh>structural/jomon_house1.dae</mesh> <textures> <texture file="structural/ao/textura_casas_primitivas_ao.png" name="aoTex"/> </textures> </variant> <variant frequency="2" name="Hellenes House C"> <mesh>structural/jomon_house1.dae</mesh> <textures> <texture file="structural/ao/textura_casas_primitivas_ao.png" name="aoTex"/> </textures> </variant> <variant frequency="4" name="Hellenes House D"> <mesh>structural/jomon_house1.dae</mesh> <textures> <texture file="structural/ao/textura_casas_primitivas_ao.png" name="aoTex"/> </textures> </variant> <variant frequency="4" name="Hellenes House E"> <mesh>structural/jomon_house1.dae</mesh> <textures> <texture file="structural/ao/textura_casas_primitivas_ao.png" name="aoTex"/> </textures> </variant> </group> <group> <variant name="ungarrisoned" frequency="1"/> <variant name="garrisoned"> <props> <prop actor="props/special/common/garrison_flag_hele.xml" attachpoint="garrisoned" selectable="false"/> </props> </variant> </group> <group> <variant name="alive" frequency="1"/> <variant file="structures/destruction_small.xml"/> </group> <material>no_trans_ao_parallax_spec.xml</material> </actor>
  13. s it very difficult to make videos supported? If it is possible to add this to the engine, tell me the steps I should take and I can try to create this for you.
  14. I'm creating a mod and I'm modifying the game's pregame. I'm trying to replace the images with a video I created but so far without success. I would like to know if it's possible to make this change and if anyone can help me.
  15. My friend, if I send you the file, can you check if you can add it to your game? Because I can't do it here in any way? 676328719_housesparta.rar
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