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Shield Bearer

WFG Retired
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Everything posted by Shield Bearer

  1. Really great ideas so far and I'm glad we're going for the latest mock-up One thing that I've just noticed is that the mini-map section doesn't have the stone background, can you have a look at that Pureon? @Brian: I don't think that's a different font in the mock-up, it looks like the same, but with a thin black outline
  2. Already made some texture files for the stat bars Lets try to get that shaded look for the player colour too. EDIT: Also, the text looks great in the first mock up. How about using that?
  3. EDIT: its art/ui/session/icons I was thinking of something more minimal for the attack and armor sections Yes, that's really why I'd rather not make short our unit names
  4. Hmm...I have to say, I don't like the split up GUI either :/ My eyes can't settle on one thing, they just keep moving here and there trying to figure out where things are @Brian: What textures do you use for the health and stamina bars? I've made some nice ones in the ui/session/icons folder, why don't you check them out? Or tell me how to change them
  5. How about something like this? The carried resource icon overlaps the unit portrait, I don't see much problems with having it there, so correct me if I'm wrong I just played around with the stats area, instead of text we can use icons and hence save some more space. Of course we'll need to make some optimized icons for the resolution Another thing I did, just to beautify the area was add the civ specific emblem or shield. This would change to the respective civ of the selected unit. How feasible is that?
  6. Lol, I made an Elf Faction for Glest I was introduced to 0 AD there
  7. At least one of them could've been done by now! (3 lines) Just kidding, way to go man, great work!
  8. Does anyone know when the practice of growing a tulsi plant in each house started? Would be nice to have outside each house I'm talking about the tulsi shrine, as seen here:
  9. Gah! Curse me for not being active on IRC! D: How would it reduce performance? By using higher resolutions, right?
  10. Nice to meet you, mate Not from the Mauryan areas though but i have found an interesting book and will make it available in a few days
  11. I'm sorry I'm taking so long, I found a couple of pictures in our library. The thing is I lost my membership card so I have to make a new one so I can borrow the book :/ I'll be going to make it in a coupla days
  12. Hmm... The new the shadow filter doesn't work for me :/
  13. Indeed the peacock was the emblem of Chandragupta. The Lion of Sarnath was the capital of many of Ashoka's pillars, but there have been pillars with bulls also found. Here's a quote from Wikipedia. http://www.indianetzone.com/24/origin_mauryans.htm
  14. The word Maurya stems from the word maur or something similar, which means peacock. The name was given to Chandragupta because he came from the land of peacocks. I'm on my phone or i would comment some more.
  15. I got a coupla architectural references, which I will make available as soon as I get my hands on the book It also includes a description of the architecture of the time.
  16. Oooh! Thats great! The references I found were pretty limited, despite the fact that I live in India
  17. 'Yes there is, right at the bottom left, next to the RSS feed button. Its called 'Mark Community Read'
  18. I think for easy identification the units should have their shields strapped onto to their backs and their weapons sheathed instead. Then, when tasked to attacked or ambushed, they should first drop of the resources they have and then attack. The 'Call to Arms' button sounds good, but how will it work? Will it only affect the selected units or all gatherers? Or only those on screen?
  19. Great findings Philip! It sure makes me a bit happier I've committed a test dude mesh to the SVN, its about 700 tris so I don't think we'll have to worry about the mesh going too much over 1k, especially since we'll be editing the old mesh instead
  20. Oh, great! Thanks :)Hmm, no I had planned on mapping this to the current textures, but it might prove harder than I thought (it already is actually, the mesh doesn't work well with the maps, so what looks good on the basic dude texture, doesn't on the Celtic javelin...thrower). But I hadn't thought of editing the current mesh, so I guess we could try that. It will be easier to rig it too, if I'm not mistaken. EDIT: Did you commit the files? EDIT2: Here are a few pictures showing the my model mapped: Using the basic dude texture: Using a Celtic infantry texture: You can see how weird the thighs look. I maybe able to solve this by pulling the vertices in the thigh lower, but it might the mesh might look off. Using the Greek hoplite texture: I had to edit this so that it fit the mesh, even though the mapping fit the basic texture. The torso was all wrong. I guess the thigh thing will be solved here by adding the tunic
  21. No! That model which you saw was made up of quads So it was actually 2k+ tris. I brought it down by 1500 I think by merging unneeded vertices So, yeah, Philip I got a 2000 tris model and now a 700 tris model and I can smooth it to get a 5k one if someone is willing to animate it
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