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About ScionOfWar

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  1. It's easy to prevent too much unbalance, at least when placing the units. But if they have flight or fight responses similar to real wildlife, then the game board can change in favor of a player even if every critter on the map is meticulously placed for balance. I worked on RMS scripts in AoM and it was possible to create clusters of animals distanced from other clusters and buildings and forests, ect.. However, in AoM, the animals just stood there, even if you slaughtered their buddy nearby. Theoretically, if the deer run from your army like they would in reality, then a clever player cou
  2. If you need to, you can lower some settings that'll make the game run smoother. For my computer the fancywater simply doesn't work, and unless I need them for screenies I remove the shadows too for the sake of speed (doesn't slow me down too much but every bit helps!) Visit this folder: \binaries\data\config And make a local.cfg file with information like this: fancywater=false shadows = false default.cfg has more settings you could possibly tweak in your local.cfg file to increase performance.. It may just be that you're on 64 bit though. Then again keep in mind that some of the game is s
  3. You can test it even if you can't get Visual C++ to work or you don't have enough space: Try going to this folder: \binaries\system Then double click either pyrogenesis_dbg.exe, pyrogenesis.exe, or atlas.bat and you're set to go. I personally don't know yet about the debug tool.. Haven't played with the coding too much since I installed, heh I've been too distracted making models
  4. I agree on all those fronts and was actually thinking that myself concerning the over-saturated wood.. It shouldn't be too hard at all to change though That persian texture is fantastic and I'll definitely get some use out of it for the texturing of the pillar Right now I'm trying to use the texture to bring out some non-modelled details in the statue (such as the ears and legs of the bull) and once I get a good foundation I'll try mixing in the persian textures you offered I'm personally surprised there aren't more people jumping at the oppourtunity to help the game out. I don't think th
  5. Actually my newest screenshot above fixes the cross problem (I think) Thanks though
  6. How's this? I know it looks kinda dwarfed compared to stonehenge but I made it narrower so the beams don't look quite as chubby. I also added blood to one of the textures as a variant. Also included in the shot is a stonehenge model, broken pillar, crossroads, greek style arch, and the most difficult one to make yet, a persian pillar (in progress): http://i146.photobucket.com/albums/r249/Sc...pg?t=1266664049 @Badass - I do believe the 'den hole' concept you posted is already in the game in the form of animal corrals.
  7. I was working on a persian pillar (based off this and other references - http://lh4.ggpht.com/_kpSrBksrlDc/Ry5zhcnU...Q/DSC03795.JPG). Still need to texture it quite a bit but the modeling is done. Also fixed the crosses: http://i146.photobucket.com/albums/r249/Sc...pg?t=1266664049
  8. lol I actually made a large wooden cross I was going to make one with a corpse but I need to figure out how to set up the body first heh http://i146.photobucket.com/albums/r249/Sc.../untitled-6.jpg Good suggestions though, until someone gives me something more important to work on I will try to knock out some more eyecandy
  9. And now more simple embellishment: signposts As a question, what would be the preferred naming conventions for these things? Right now I've just been naming them 'wrld_' + whatever their name is. But if you would prefer we could call them embell_ or something else o.O
  10. I have some crosses to show you guys One with the INRI inscription (IESVS NAZARENVS REX IVDÆORVM or in English "Jesus the Nazarene, King of the Jews") and one without. I was thinking about texturing some holes where the spikes went, and blood onto it as well. As you might guess these are extremely low poly since they're such simple geometry. Edit: Bob/Kimball suggested I make the beams thinner so I will fix them up and post a new screeny later I figure it doesn't get much closer to 0 A.D. then the death of Jesus! Considering it was his life and death which distinguishes A.D. from B.C. h
  11. Thanks guys I was looking at that eyecandy thread and the stonehenge someone asked for was particularly inspiring.. I also gave a go at fixing the UVW maps on my mosque thing and texturing it and the results were decent (though the texture looks more celtish then turkish so it definitely has room for improvement) Basically I've made four models in this screenshot - mosque (like I said textures look kinda earthy until I fix it), greek arch, stonehenge arch, and a broken stonehenge pillar I made a fancy screenshot complete with bushes and textured roads! Check it out
  12. Hey, I wanted to prove my worth to you guys by modelling something. Problem is, I don't want to redundantly make a model that's already been made. So my question is this: Is there anywhere I can see a list of incomplete/unstarted models? In particular I would like to work on building design since I'm not confident enough in my skills at making low-poly organic characters. Ships, carts, siege engines, and stuff like that I can easily do though Even simple embellishment units, like ruins or bee hives or whatever.. I do have experience in 3ds Max modelling, UVW mapping, and burning AO to
  13. It certainly does work! I love the ability to see the calculated path, that's a very nice feature for debugging and tweaking. I am going to play with this for a while and I'll probably pop back up asking questions again in no time I did notice a possible problem - when you right click on an impassible node, the script searches an enormous radius. Maybe something worth detecting because that could result in sizeable calc times if you select 30 units and right click a tree hehe.. though it may be possible to treat grouped armies as one unit, at least for the pathfinder (speculating lol) How
  14. lol I have to agree here. The basic logic behind A* seems simple enough, but as the third link I posted above kinda proves, there's endless ways to design the heuristic. I heard one person compare it to art haha! I'm going to definitely have to experiment with it, since it's so interesting (read: confusing as hell) I was wondering if something like this is feasible as a rough concept for how the heuristic would place the cost on open nodes. The differences could even be made smaller so it spends less time differentiating if it was a problem: Unfavorable terrains (marsh or forests) - 1.01
  15. I've been playing around with the pathfinding engine and I found it to be extremely laggy. Even on short distance paths (IE around my buildings) there's substantial lag. I really am interested in the scripting behind pathfinding and I've been reading an article for the last two hours or more about the A* Pathfinding algorithm. It looks very interesting and potentially effective, *if* it has the proper settings (eg the heuristic or 'guestimate' on where it should check). I was wondering if the triangulation calcs that I see in the pathfinding engine are truly necessary or if they're just add
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