Jeru Posted January 15, 2011 Report Share Posted January 15, 2011 I really like them Quote Link to comment Share on other sites More sharing options...
feneur Posted January 15, 2011 Report Share Posted January 15, 2011 They look fantastic Quote Link to comment Share on other sites More sharing options...
Pureon Posted January 16, 2011 Author Report Share Posted January 16, 2011 Thanks guys, much appreciated! I also added a fisherman (and fish) to the Hele fishing boat:When Blender animations become compatible with 0AD I'll make the guy row too. Quote Link to comment Share on other sites More sharing options...
Shield Bearer Posted January 17, 2011 Report Share Posted January 17, 2011 Amazing!!! Really great work, Pureon! Good job! Can't wait to see more! Btw would you like to join the team, or would u prefer to work outside of it? Just curios Quote Link to comment Share on other sites More sharing options...
Pureon Posted January 17, 2011 Author Report Share Posted January 17, 2011 Thanks Shield Bearer Btw would you like to join the team, or would u prefer to work outside of it? Just curios I'd definitely like to join the team, it would certainly make updating the svn files easier, but I'm also conscious that my job makes me very unreliable, so i don't want to promise the team anything I can't deliver. Quote Link to comment Share on other sites More sharing options...
Shield Bearer Posted January 17, 2011 Report Share Posted January 17, 2011 ahh, okay. No matter, ur delivering good stuff anyway Quote Link to comment Share on other sites More sharing options...
plumo Posted January 17, 2011 Report Share Posted January 17, 2011 Since oshron mentioned it above, what do you all think about having units on ship decks? I see positives for both approaches. My biggest concern with having units on deck is the performance hit users might experience during sea battles.Performance is one thing. What is also important is that size of the units onboard has a realistic ratio compared to the ship size. But would be cool to put a balista or other mechanical siege equipment on a Roman Quinquireme Quote Link to comment Share on other sites More sharing options...
Pureon Posted January 17, 2011 Author Report Share Posted January 17, 2011 (edited) Siege weaponry on ships, if modeled correctly, won't effect performance too much. The problem with having 0AD infantry units on deck is they are built of different models, use different textures, and have more complex geometry.If you know of any siege weapons the Celts might have used, and have some images, do let me know Edited January 17, 2011 by Pureon Quote Link to comment Share on other sites More sharing options...
Jubalbarca Posted January 17, 2011 Report Share Posted January 17, 2011 Just played with the alpha a bit - it's pretty good, though the big and obvious lack is an AI of any sort. Does anyone know how the AI's coming along? Quote Link to comment Share on other sites More sharing options...
feneur Posted January 17, 2011 Report Share Posted January 17, 2011 Just played with the alpha a bit - it's pretty good, though the big and obvious lack is an AI of any sort. Does anyone know how the AI's coming along?The basic AI system is being designed and implemented at the moment, then there needs to be an AI created to use that system, so it will be a while still before there is an AI to play against. We do intend to release a basic AI in the next Alpha release though, so while it may mean that you will have to wait for it, it also means that you'll have a computer opponent in the next Alpha release (It will probably be fairly basic though, but as everything else in the game we hope to improve it as time goes by and have a great AI by the time we have a finished game.) Quote Link to comment Share on other sites More sharing options...
Jubalbarca Posted January 18, 2011 Report Share Posted January 18, 2011 I don't really know anything about what systems you're using for the back end of this, but if it's a fairly normal scripting system of some sort I'd be happy to play around with working on the AI a bit. I can't pledge much time, but it's the sort of thing I could reasonably have a go at at some point if it'd be a help at all (my previous scripting experience is modding RTW and M&B, plus a ton of JavaScript/AJAX/PHP work). Quote Link to comment Share on other sites More sharing options...
Pureon Posted January 26, 2011 Author Report Share Posted January 26, 2011 So I tried to create a Celt siege ram using existing Celt textures, here's what I've got so far:A custom texture might work better. Quote Link to comment Share on other sites More sharing options...
Thorfinn the Shallow Minded Posted January 26, 2011 Report Share Posted January 26, 2011 That's really awesome. The one thing that could be improved though is having men operate it. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted January 26, 2011 Report Share Posted January 26, 2011 Perhaps player color shields. Other than that, pretty awesome. Quote Link to comment Share on other sites More sharing options...
Kimball Posted January 27, 2011 Report Share Posted January 27, 2011 Looking great! Although you're right, a custom texture would probably be for the best in this case. Quote Link to comment Share on other sites More sharing options...
Pureon Posted January 27, 2011 Author Report Share Posted January 27, 2011 Thanks guys! Yeah I'm not liking something about it. The cloth bits on the side are supposed to show player colour, but I forgot to set player alpha in the actor. Pity I'm not composed enough to sketch units out first.The one thing that could be improved though is having men operate it.The operators would be inside this type of battering ram, so the benefit of having 6 human meshes barely visible inside is small. The increase in model geometry would also hurt our computers. Maybe operators could be added to some of my smaller rams, but not the bigger covered ones. The small one below for example could have 2 guys pushing it, maybe: Quote Link to comment Share on other sites More sharing options...
fcxSanya Posted January 27, 2011 Report Share Posted January 27, 2011 Admirable battering rams =) I like both models. Quote Link to comment Share on other sites More sharing options...
Sam Posted January 27, 2011 Report Share Posted January 27, 2011 Really solid models, Pureon. Its fun watching what you do with existing game art. Keep them coming. Quote Link to comment Share on other sites More sharing options...
Pureon Posted January 28, 2011 Author Report Share Posted January 28, 2011 Quick update. UV mapping is a complete mess, but the large siege ram now has a custom texture and updated mesh. The Ram's frame is covered with a fire-resistant canopy made from wet animal hides To do - Wheel textures and UV fixes... but not tonight Quote Link to comment Share on other sites More sharing options...
Shield Bearer Posted January 28, 2011 Report Share Posted January 28, 2011 Sweet!!! Nicey nice! I like the new textures, although i think the shadows could be spread a bit more...make it softer too. But otherwise it g-r-8! Quote Link to comment Share on other sites More sharing options...
Pureon Posted January 29, 2011 Author Report Share Posted January 29, 2011 Thanks for your feedback Shield Bearer, I've updated the Ram's texture today so I'll post an update soon. Quote Link to comment Share on other sites More sharing options...
Pureon Posted February 14, 2011 Author Report Share Posted February 14, 2011 Thought I'd share some screenshots of my bridge experiments*. Once everything is positioned correctly in the atlas editor the outcome is pretty neat:*don't expect it in the next alpha or anything Quote Link to comment Share on other sites More sharing options...
k776 Posted February 14, 2011 Report Share Posted February 14, 2011 That is some excellent work! Keep it up. It'd be nice to see bridges in Alpha 5. Quote Link to comment Share on other sites More sharing options...
Jeru Posted February 14, 2011 Report Share Posted February 14, 2011 *Jaw drops* Quote Link to comment Share on other sites More sharing options...
Pureon Posted February 14, 2011 Author Report Share Posted February 14, 2011 Made a few adjustments Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.