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Shield Bearer

WFG Retired
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Posts posted by Shield Bearer

  1. 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?

  2. Thanks! :D Credit goes to Brain(White Tree Paladin) for suggesting it...or it would've still looked like something from Barbie :P

    @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 :D Now i've got to go re-map it :)

  3. 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 problem :P

    Alright :P 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 advanced :)

    lol, i can see the ad banners 'Advanced Campfire for the new breed of caveman' ;)

  4. Yeah, that'd be nice once we have promotion.

    Good advertising ;)

    Spectral like these guys? :P 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 :P 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.

  5. 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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