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Posts posted by Shield Bearer
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Oh, awesome it works You the man, Phillip
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Okay, I tried making civ for the elves. I copied the Carts .json file and used it as a template. Change the code to noldor and the name to Noldor. Then I copied the Carthaginian house entity and changed the name and its civ and also its actor. When I open Atlas and tried to place it i got this. okay...so the question is...how do i make a new faction?
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Cool, i'm checking out some videos and i've brushed up on my knowledge. Gonna give it a try
(BTW, can you use a movie clip as a background in blender?)
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No...i tried to make one... it sucked his paws need some extra bones i think :/ I'm outta touch with animation, haven't done anything since i was 14
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lol, no. I just exported a mesh with 2.56a I'll get down to animating something soon(though i'm not very good at it)
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Can you commit the lion anim for us(meaning me) to see how its done?
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okay, i see. I'll delete the camera and lights...but i need separate objects so i'll delete the ones i don't want.
[EDIT] OH WOW!!! IT WORKED!!! AWESOME!!! THANKS!!! (forgive the capitals, i'm very excited )
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Strange...when i try exporting from 2.56a i get this.
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I've got an animated lion .blend file. Lion Rigged. I tried exporting it once, but it didn't work... I did some crap with the bones and all, but it was crap
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yeah, when there are a lot of trees on-screen it tends to crawl is there any way to reduce the lag?
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I've added the particles for all the construction actors and changed to color so its looks more dusty
I don't know how to add them for when a building is destroyed though :/ It would be nice for dust to rise when we place the foundation too.
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Thanks! Credit goes to Brain(White Tree Paladin) for suggesting it...or it would've still looked like something from Barbie
@Erik: Maybe....But I think I could bring it down by jst using the decimate modifier.
EDIT: Hmm...it wasn't 65k in the first place, Atlas's actor viewer said it had 65,000 polys, maybe coz it included the shadow map or something. it was 15k odd and i got it down to 7,000 Now i've got to go re-map it
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hahahaha! Say one of our contributers decided to do something different and has hopes to turn it into a mod in the future...or something along those lines
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A pleasant morning in an elvish town (don't ask me how i found time to do these )
The 'Council of Rivendell' looking building(thats the C shaped building) over there is abt 65,000 tris XD
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Lol, but they do look cool
Okay, changes committed
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Here, crop as you see fit
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okay, jst wanted to make sure u know abt it
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Yeap Didn't include any billboards though
As do I, it was just an experiment using the multiply blend mode, which can't do grayI've got the .psd of the smoke file, so i can save it with a transparent background instead of black
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Its done, committed! I've changed the color of the smoke a bit and made it last longer, so check it out Michael
Maybe it'd look okay for highlights to still be in the diffuse texture, enhanced by the true specular lighting, or maybe that'd look ugly. I really don't know - as far as I'm concerned it's just an art problemAlright so, i guess we could use it, if u want to do it.
Don't know - that's a code problem but it's beyond my graphical knowledge. (Well, anything is always possible, but I don't know what the performance impact would be, and don't know whether it'd fit with our current renderer design or would introduce a load of new complexity.)No big deal...we can live without it
That's the first thing I did when I got home from work today, but mine was only a few sticks burning, yours is so much more advancedlol, i can see the ad banners 'Advanced Campfire for the new breed of caveman'
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Good advertising
Spectral like these guys? If you mean specular, that should be handled by creating a new texture map to represent the shininess of the current diffuse textures, and it should be relatively easy to extend the new shader-based renderer to make use of that.Arghh!! Yeah, I meant specular lol, my bad. Okay, i see. But that would mean the highlights used in the diffuse textures wouldn't make sense and would have to be removed right?
If you think it looks better then please do . I just drew the smoke myself with some splotches in Gimp, and derived the flame from here, so they're certainly not ideal. By the way, there's some old particle images in here which apparently came from CheeZy so I expect they should be fine from a licensing perspective if we want to reuse them for anything.Hmm, I think mine look better than CheeZy's but I don't know... What do you think? They seem to be a bit light to me :/
(maybe more exciting to look at if they leave some sort of trail or blurriness?)Oh yeah! Would that be possible? to make the area behind the smoke hazy or something? like this or this.
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I made a campfire, this is fun
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I just played around with the textures, here's what i came up with. Should I commit it?
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Bits of stone flying when a mine is picked
I don't think it would be a good idea to throw dust up every time a single unit moves, rather it should be when larger groups of units move. Don't know how feasible that would be though :/
I think it would be a good idea that when a unit levels up so particle thing should happen around him, something like this.
Would it be possible to show shininess on a unit's armour? Or would that be a spectral shader job?
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Thanks man!
@Aviv: Sheew! i just saws it thanks!
How To Create New Civ?
in Game Modification
Posted
hmm...now i get this when i run the game :/