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Tottel

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  1. Those (very old) graphic cards that you mention, isn't performance on those very low already? To the level of making 0 A.D. unplayable? This is just a guess though, I don't know for sure. If it were up to me, I'd drop the fixed function pipeline and go for shaders only. They've been supported (and preferred) for many years now.
  2. The graphics remind me of the The Settlers 3 & 4. I hope they make some profit out of it, but on the other hand, I hope not; since it might encourage them to make more games in the same style. wait and see. Stronghold Kingdoms was more fun than I thought it would be as well.
  3. Hehe ok. Btw, those roof lines.. Are those 2 planes forming some sort of triangle? Or is it directly baked on the plane with the actual roof? I have to get used to the style, is that left-ish tower on the SVN?
  4. I don't know.. It's not as good. And it only saves about 200 polygons. (Textures are WIP) Any suggestions? Should I use the first or second size?
  5. Could do, but that's exactly what I was trying to avoid. XD It's quite high poly without adding even more useless models just to place a texture on. Anyway, The UVmapping/texturing is going quite well, I'll see if it's needed.
  6. Mmkay, let's see what quality that brings. EDIT: Ok, this texture sheet *may* be extremely handy because it's pre-made.. but it gives me some trouble because I need to come up with a good alternative to texture the arches.. When you look at hte reference picture, you'll see some sort of concrete with the actual arch being bricks to save some weight. I'll see how I can replace this...
  7. Thank you for the positive feedback everyone. Mythos_Ruler: I added some more detail to the front arch and added another one supporting the building on the right.. Which I had forgotten. Thank you for the textures, those will come in handy. EDIT: I haven't seen many existing models in detail. Would you use 1 texture sheet for this model, and what dimensions?
  8. Hello, I've been tracking 0AD for some time now, but started on this Roman market just today. I got the reference picture from: http://www.wildfiregames.com/0ad/album_page.php?pic_id=6252 The model itself is 2400 polygons, mostly because of the arches; if needed I can lower the polycount quite a bit. It needs some filling to look more like a market but for now, I could use some feedback on the building model itself.
  9. How exactly do I do that? I went to the properties of the Pyrogenesis project>custom build step>command line>-wNoMahaf But when I build it, I get this: 1>pyrogenesis : warning PRJ0029 : The 'Outputs' property for the project-level custom build step is not set. The custom build step will be skipped. 1>Performing Custom Build Step 1>The custom build tool has been skipped. What do I put as the output directory?
  10. Hi, I decided to give the game a try by downloading the source code. Too bad I can't really get it to work.. I'm using revision 7057, MSVC 2008 express and I'm on Windows 7. After setting the test project as a startup file, I get the following error before the application launches: and the following output after the application shuts itselfs down: http://nopaste.com/p/alghRs5HC When trying to launch the game itself, I get a couple more errors. In-game, I can't order units to do anything. I can pan my view, but I can't zoom using the mousewheel. If needed I can make screenshots of those errors, but perhaps they are related to the Test.
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