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Pureon

WFG Retired
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Posts posted by Pureon

  1. You didn't get my point. I dont care about running out of material. What I want is being able to find myself in a desert after playing a couple of hours.

    Renewable resources were discussed by others before I made my comment, so it wasn't a direct response to your point. The way our terrains and flora work, that's not going to happen unless you started in a desert.

  2. Is like the song starts 3 times with a delay of a little time beetwen in, and sounds very bad.

    I quite often experience that on the main menu screen when I launch the game. Adding a second or more delay to the main menu music could possibly solve that?

  3. The market building allows players to barter for resources between allied factions. Merchants will travel between markets to exchange resources.

    How about 'buying' tree seeds from the market building, planting them in available spaces near your city, and then chopping them down when they've grown to full wood capacity. The wood from these trees could be used to build farms, therefore making food a renewable resource too.

  4. So if we went for the terrain flattening option, units would need to walk up near-vertical slopes to allow for movement between buildings (where flattening would have caused a slope to form)?

    No. A totally different approach could be used for that, though - probably some kind of flag in the actor which means it takes the (x,y,z) of the parent actor's attachpoint and then replaces the y coordinate [the vertical axis] with the terrain height (or water height). I think that'd be easy to add - is it something you'd find useful?

    If we went for the second, none terrain flattening option, then yes it would be very useful for all building props that sit on ground level. As Mythos says, the most obvious usage would be for farm fields and corral fences.

    But it sounds like we're going for terrain flattening, so that removes the need for it.

  5. Brilliant work (y)

    Could a similar approach be used to change the height positioning of building propS? Instead of the props following the node’s z axis they instead follow the z point of the terrain.

    With the foundations, the mesh is still hanging out into the air. What should we do about that? (Flatten the land immediately when the foundation is placed, so the mesh is never on uneven ground? Change the mesh to have some parts going vertically downwards below the zero plane, so it looks like it's still got support if the terrain is lowered? Do some fancy dynamic mesh modification to conform to the terrain?)

    My choice would be the second option - Change the mesh to have some parts going vertically downwards below the zero plane.

    Some things that still need to be added: (How important are these to people?)

    * Actor Editor support.

    * Floating decals (e.g. for lily pads, where using decals would probably be good to prevent z-fighting).

    * Support for large numbers of special-effect decals, e.g. shadows or footprints or pools of blood. (Currently it's just designed for buildings, which are few and large and stationary.)

    Low priority IMO

  6. Nicely modelled Athos! Sorry to be the bearer of bad news, but both of those concepts were modelled years ago, so have already been UVed, textured, coded, and added to the unreleased civs. I can't be sure, but I'd assume that all the building concept sketches found on this site have already been produced.

    Athos, if you’d like to model something for us, feel free to send me an email (in my sig). I have a long list of items I’m attempting to model, so I’ve got 1 or 2 items that you might be interested in :)

  7. Map folks are always interested in another plane of water for a lake or something...

    Yep :D I created these ponds in a quick 10 minute experiment 2 months ago:

    0ADfakewater02.jpg

    With some transparency added to the water texture it wouldn't look too bad... or would it? The water is static, and that's quite obvious in-game. If it was possible to add sky reflections to models, the movement of the reflected clouds would probably help somewhat.

  8. Highest priority imo:

    Terrain decals - buildings without foundations flying in mid air...

    Display obscured units - will have a big impact on gameplay.

    Particles - will make the world more fluid.

    Distance fog - valuable asset for screenshots.

    Billboard sprites - might help farms. Cool idea!

    The last 5 features would be nice to have, but only after the others have been completed.

  9. Quacker are you happy recording some in-game footage yourself? It's very easy to change the camera settings for 0AD, allowing you to take some nice slow pan shots of the existing maps. Unfortunately my computer is too slow to record them in HD, you've probably seen my examples in the first post: http://www.wildfiregames.com/forum/index.php?showtopic=13817&view=findpost&p=213413

    Map of 6 Civs - Do we have this original PSD or AI file? Vector = better, if it exists. If someone has the PSD with layers, that would be great, too.

    There's a few different faction maps floating about, I've emailed my version as a high-res PSD to your gmail. It's full size, but I could always work on some larger ones for you if needed, though I suspect it'll be fine for HD video.

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