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Gen.Kenobi

WFG Retired
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Everything posted by Gen.Kenobi

  1. I did a quickly dance anim to try this new Rig. It's really imperfect, BUT, maybe someone can import it to see if it works. dude_fun_80frames_anim_test.zip
  2. Awesome! I'll have to try this!
  3. Hmm... What about something like what we have in Tropico 4?
  4. Yeah, 26.764 polys for a single pillar is overkill, even if it's a wonder. So I believe it'll be normal mapped the right way! Right from the high-poly model baked into a low-poly one! It'll look awesome!
  5. I think "What-if" Scenarios could really work out. Or a complete new similar world could be created. I believe the idea of making somesorta of ancient RPG was just to recycle some art and elements from the current game, I suppose. That doesn't means It can't get futuristic in a Space-Opera style (what I would really enjoy )
  6. Of course I was just suggesting a theme. I believe we can get a realistic and nice game without the need of magic and supernatural powers. Also, the backstory is really important if you want to make it believable for the player. See MassEffect, per example. It had such an amazing backstory that the player could really feel that happened before and what was happening at the moment of the game was just a continuation. So yes, the story is really important. No matter how "realistic" would it be - history-wize. You can have a good story, without the need to make it completely historic. And without supernatural elements
  7. Or you can discover you are a forgotten nobble, trying to earn your value, and your lands back, with victories in the battlefield. You build alliances, you siege cities, you slave villagers and, most important, you play with other nobbles to help each other pursue the same quest, and when you get there, you can betray everyone in a Free-for-all style or you can fight them off and hold your own nobility for yourself. Of course there should be seveeal NPCs, with AI to help you out, kinda like ST:O away team, and the Bridge Officers.
  8. Hmm... If we're going to stick with the grid, we're going to need High-Quality textures... I mean, specially for nature objects like Rocks. With units and buildings I have to agree with you. You'll never see UVs outside the UV area, mostly because these textures are not seamless If they were, maybe we would see that more
  9. Yeah, the rocks still need to be optimized. Well, I personally don't see problems with the use of UV outside the image area. I've always used it for seamless textures on my Blender projects... Not sure why we would get problems from that. Anyways, hope you all enjoy the video:
  10. Just finished the recording and modelling It's not perfect, but it uses that image as a reference. Now I'll gonna edit it and upload soon Hope you guys can bear with my poorly english and low voice, since it's already 1:30am
  11. Indeed... It could go around some Historic Events Like big wars ragging around, and you must chose a side, and play it to win
  12. For me, what fails in almost all RPGs - without being Sci-Fi, because I like MassEffect(not sure if that's RPG, but anywats), StarTrek:Online and hopefully, when I get to play, I'll like StarWars:TheOldRepublic -, is the supernatural elements If you guys can come up with something realistic, no magic, monsters, and all, count me in.
  13. Nice start out there buddy! However to get nice looking rocks, you must not work on a single mesh. To create rock formations you must work mostly with primitives. Add several cubes, scale them around, place them above each other. Them you can start doing some minor edits, in order to get the effect. Or do a template rock, them start duplicating and editing it a bit. I'll record a timelapse video tonight - If I get home early - So you can see how I do it. (I'm not the best, there could be some better ways around, but I'll show off how I do it ) Hope that will help I'll model your reference if you let me hehehe
  14. I don't have the time to add it right now, but if you wish to try and learn some Blender , here you go: This is about the Leg, there are other about arms and others, but if you learn one, I think you'll be good to replicate
  15. How didn't I notice the Asterix map! Amazing job dude! Speechless! Gonna work on that easter egg
  16. That's why there's this program You can tweak the Normal Values there or even do that in Gimp with it's plugin. The best and flawless way to get normals right would be to have a high-poly model for each model. But we don't have that, nor we can afford to do something like that. So the best way is to convert diffuse textures to Normal ones.
  17. Take the diffuse texture and convert it to normal, if I'm correct. You can have a high-poly model to also do the job.
  18. No IK/FK? darn. It'll make it harder to animate. Almost like OldSchool :/
  19. Making normal maps isn't hard at all. The problem is making them look right. You have the influence from the map, and the one that you can tune within the game - at least in Blender we can do that, did you add the influence tuner to the textures tab, myconid? Just download Xnormal, and start the conversion http://www.xnormal.net/Downloads.aspx Or you can get a Gimp plugin that also does the job.
  20. The weird is that on Blender it looks just fine. If I invert it, it looks wrong - quite like the pic, but not exactly like it.
  21. Hmm... Sounds like it has normal problems. I'll email the .blend to Pureon, see if he knows what to do. Because on Blender everything looks just fine.
  22. @Michael: Ziped folder with dae files. Can't wait to see them ingame. fortress_up.zip
  23. That's Source, my friend. Quite old, yet, amazingly powerful.
  24. Last time I checked within the Team Forums, Enrique was working on the Prytaneion - just found that thread yesterday, so I saw the process of creation of the updated market 0. Not sure if I should mess with that, or it'll end up like the market So, I really don't know what to do next. Also he was already working on the docks.
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