Pureon
WFG Retired-
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Everything posted by Pureon
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Foundations under attack (discussion)
Pureon replied to Yves's topic in Game Development & Technical Discussion
Or complete the construction themselves - a bit like capturing the unfinished building. That's probably getting too complicated though. -
Sketch up to Blender Model Problem
Pureon replied to Lion.Kanzen's topic in Game Development & Technical Discussion
Nice list Enrique. @Lion: I'd still highly recommend using your (or LordGood's) Sketchup model as 3D concept art and rebuilding the model in Blender. -
Using a percentage for armour (discussion)
Pureon replied to quantumstate's topic in Game Development & Technical Discussion
A percentage system does sound like a good idea, especially since it's easy to visualise a percentage of the unit's body being covered in armour. You don't mention it in your post, but are you thinking of removing Armour/Hack, Armour/Pierce and Armour/Crush in favour of just one Armour value? I don't think you are. -
Best place to find people to play against is 0 A.D.'s public IRC channel - #0ad on QuakeNet
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Sketch up to Blender Model Problem
Pureon replied to Lion.Kanzen's topic in Game Development & Technical Discussion
I've also been rebuilding the whole model. It's easier to UV map that way. -
Foundations under attack (discussion)
Pureon replied to Yves's topic in Game Development & Technical Discussion
Looks like this is the most popular option. Lets go with it. -
Enrique what should we do about the lack of visible player colour on the Mauryan buildings? I mentioned it here after noticing it on the house models. Could we add player colour to the canvas/cloth texture? (Probably not because we've stretched it on a few models.) How about adding some additional player colour layers to the stone on the first maur_struct texture? I'm happy to make the texture edits, but want to hear what you think
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Doesn't reading Shakespeare count as learning Old English?
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Enrique the temple looks very nice! I didn't get any feedback from you guys
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I agree the unit shouldn't be around for 8 minutes after it's death. However I'm not sure how much of an impact this has on the slowdown. AI and pathfinding are known to be the main causes of it, neither of which are affected by the dead unit I believe. A dev will probably say I'm wrong though
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This wiki page may also be helpful: http://trac.wildfiregames.com/wiki/Manual_Settings#AdvancedgraphicsGLSLonly
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Foundations under attack (discussion)
Pureon replied to Yves's topic in Game Development & Technical Discussion
Removing repair costs doesn't sound appealing to me. Whether you spend resources on repairs, or you use the resources on advancing/retreating is a strategic decision that shouldn't be removed imo. However this discussion isn't about the repair costs themselves, but whether buildings should be completed damaged or always at 100% health. -
Which I can't be bothered with right now. But I will do it soon...
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Foundations under attack (discussion)
Pureon replied to Yves's topic in Game Development & Technical Discussion
I don't like it when 1 unit can finish building a fortress even though I've started attacking it with melee units at the other end, however I also wouldn't like it if I was unable to complete a build just because someone keeps shooting rocks at it from far away. So I can't decide between the two options. Both have their merits. -
The Big Eyecandy Progress List
Pureon replied to idanwin's topic in Eyecandy, custom projects and misc.
It's a different type of UV map in Blender that also produces a texture. -
The Big Eyecandy Progress List
Pureon replied to idanwin's topic in Eyecandy, custom projects and misc.
Texturing is creating the 2d texture so that you can UV map it onto the model. -
The Big Eyecandy Progress List
Pureon replied to idanwin's topic in Eyecandy, custom projects and misc.
Wrapping a 2d texture over a 3d model. http://en.wikipedia.org/wiki/UV_mapping -
The Big Eyecandy Progress List
Pureon replied to idanwin's topic in Eyecandy, custom projects and misc.
You make it sound like they are almost ready to use Rebuilding the models in Max/Blender, adding detail, UV mapping, texturing, ambient occlusion, setting up the actors - unfortunately the most difficult, boring, and time-consuming work still needs to be done. -
Great. Any responses to these questions guys?
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Are you exporting a DDS or a PNG texture? With PNG you may need to use the SuperPNG plugin so that the alpha is correctly exported, if saving as DDS make sure you're using DXT5 and not DXT1. In the actor that calls the texture file make sure the material is <material>basic_trans.xml</material> This uses the texture's alpha channel to show transparency, rather than player colour etc.
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Triggers (split from A couple of suggestions)
Pureon replied to Kimball's topic in Game Development & Technical Discussion
I must have missed this. Even though it may not be the solution we end up using, it's still good to see your efforts -
The links don't work for me either. That's the plan. Especially useful for carriot and elephant tower archers that are completely independant of the driver, and so can in theory turn 360 degrees.
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Welcome to the forums Mack. Developers are always welcome to contribute
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Hey TheMista, good to see you here! (I think you are who you say you are based on the email address you used to register here) I've watched quite a few of your multiplayer games on Youtube, so I know you're very good at AoE games 0 A.D. isn't really at a stage where detailed balancing is needed, many features are still missing, but multiplayer is already a lot of fun and balance suggestions are always useful. Do you use IRC? Staff often join multiplayer matches on weekends and IRC is where we hang out. #0ad and #0ad-dev on QuakeNet Have you tried 0 A.D. yet?