Pureon
WFG Retired-
Posts
3.858 -
Joined
-
Last visited
-
Days Won
83
Everything posted by Pureon
-
Has anyone had time to go through the above? We had a short discussion about it on IRC a week ago, but otherwise this has gone quiet. To clarify: The tutorial starts with abundant resources, so there's no need to wait for resources to be gathered before phasing up or constructing a building. That makes the tutorial flow quite fast, despite the 20 or so tasks it involves completing. The ability to know when a unit is being trained, and then is fully completed, allows us to speed up the gameplay/tasks which is a good thing. I might use a small RMS map as a base map for this, does anyone have and recommendations? (Not too many trees and no rivers/seas to cross)
-
It is an upgrade, so after some discussion we decided to make it an instant change. However as with most things, if we find this doesn't work well, we'll change it
-
You might also find the 'Bone' tab useful. Select individual bones in Edit Mode and assign their parent bone using this:
-
===[COMMITTED]=== Updating the Greek Structures
Pureon replied to Gen.Kenobi's topic in Completed Art Tasks
I've had a look through the blend file and here are a few things I've spotted: - Transformations need applying on most objects. These cause errors in lighting - The main structure has UVs outside of the UV map. I didn't check the other objects - No foundations. Please add - Normals facing the wrong way in a few places. Recalculating doesn't fix it properly so you'll have to manually flip them. Here you can see it on the inside wall and door frame. - A number of ploys are intersecting others. Also check windows on main structure - Multiple polys where only 1 is needed. Also remove doubles to make the structure 'whole' - this helps lighting. I've dragged the mesh away here to show that it's not attached to the left bit: - Bits of the old wall colour still appear in a few locations. You might want to make it look like the wall continues through the door frames: - Strokes and thin polys. These need removing/cleaning Hope that's helpful -
My first post (hope not the last one)
Pureon replied to KingCreole's topic in Introductions & Off-Topic Discussion
Welcome, glad you like the game -
===[COMMITTED]=== Updating the Greek Structures
Pureon replied to Gen.Kenobi's topic in Completed Art Tasks
The defense tower doesn't need updating, focus should be on one of the 4 remaining priority buildings. -
Just to be clear, we have no plans to make structural changes to buildings when going from one phase to another for part 1 of 0 A.D.
-
Post-processing effects test (SSAO/HDR/Bloom)
Pureon replied to myconid's topic in Game Development & Technical Discussion
Rock on! -
Congrats!
-
Great stuff guys, it sounds very promising!
-
Previewing a map in the game setup screen.
Pureon replied to Spahbod's topic in Game Development & Technical Discussion
I believe we agreed earlier that Mythos would be creating preview images for the scenarios that he created? -
Below is a basic tutorial storyboard I've put together. It doesn't cover ships, trading, bartering, or heroes. It covers gathering resources, unit abilities, constructing buildings, phases, defending, attacking, siege, training units, researching technologies...
-
Well that certainly is a valid reason for the delay. Best of luck!
-
Post-processing effects test (SSAO/HDR/Bloom)
Pureon replied to myconid's topic in Game Development & Technical Discussion
Does this mean we can create mountain lakes and aqueducts with animated water? Does it work by making a prop to use a certain texture? -
Previewing a map in the game setup screen.
Pureon replied to Spahbod's topic in Game Development & Technical Discussion
Excellent, problem solved Mythos will you have time to work on the preview images for the scenarios? If not, I'll sort those out using your guide. -
===[COMMITTED]=== Updating the Greek Structures
Pureon replied to Gen.Kenobi's topic in Completed Art Tasks
It could even be used as a non-player trading market when they are implemented -
Art worker, C++ Programmer, 3D designer
Pureon replied to WeeveFerrelaine's topic in Applications and Contributions
Hi Joshua, could you show us some of the work you've done? -
Previewing a map in the game setup screen.
Pureon replied to Spahbod's topic in Game Development & Technical Discussion
I'm really against having images stretched to the correct dimensions, even if the result isn't too bad. -
Agreed, that last screenshot looks awesome What's wrong with the Mediterranean Coves map? Strange that it would be different to the other maps.
-
This is looking really great wraitii, it's an improvement indeed I'd really like to see what this looks like in-game, screenshots just don't cut it for water.
-
Previewing a map in the game setup screen.
Pureon replied to Spahbod's topic in Game Development & Technical Discussion
That's not a good solution I'm afraid, both in terms of image quality and ease of creation. Creating a 512x512 image and only seeing the top part of it should be sufficient, why wouldn't that work? Remember fans will be creating their own maps, and they may not know how to use image editing programs. -
===[COMMITTED]=== Updating the Greek Structures
Pureon replied to Gen.Kenobi's topic in Completed Art Tasks
Daniel I think the scale of your market is too big - and I'm basing that off the size of the stairs and props. It needs to fit a footprint similar or smaller than the new Hele market. -
Post-processing effects test (SSAO/HDR/Bloom)
Pureon replied to myconid's topic in Game Development & Technical Discussion
Our new website (when it's finished) will have team member blogs and such. I'm sure trusted folks such as yourself would be able contribute in one way or another. -
The water works now too? Remember to delete the local.cfg file if you created it earlier
-
Sound effects Designer - Evan Bogunia
Pureon replied to EvanBogunia's topic in Applications and Contributions
Evan, did you have any other questions for us? Let us know if you're making progress