Mythos_Ruler Posted April 5, 2011 Share Posted April 5, 2011 I think we can take the flames off the female heads now, can't we? What about adding them to the catapult projectiles?! Link to comment Share on other sites More sharing options...
Shield Bearer Posted April 5, 2011 Share Posted April 5, 2011 Lol, but they do look cool Okay, changes committed Link to comment Share on other sites More sharing options...
k776 Posted April 5, 2011 Share Posted April 5, 2011 The development manager kindly requests some maps be edited (or a new one made) and committed to include these new things (small bit of smoke above chimneys, fireplace near every town center, the new rope bridge).Not much good for players like myself if they only exists in Atlas at this point (Atlas doesn't work on my Mac :-( ). Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted April 5, 2011 Share Posted April 5, 2011 Hehe, added smoke to the projectile rock too. Looks sweet. I can't wait to run with this later this week and see what I can come up with and what everyone else comes up with. Link to comment Share on other sites More sharing options...
Thorfinn the Shallow Minded Posted April 5, 2011 Share Posted April 5, 2011 Thorfinn suggests that a photo be uploaded to the gallery showing the new particle effects. (Awesome work by the way.) Link to comment Share on other sites More sharing options...
Pureon Posted April 5, 2011 Share Posted April 5, 2011 Spartan King Leonidas leads his troops to battle through the thick morning mist Link to comment Share on other sites More sharing options...
feneur Posted April 5, 2011 Share Posted April 5, 2011 So many cool things (Too bad I don't have time to play with it today, I will make sure to make time tomorrow though =) )Thorfinn: I'm sure there will be one if not many screenshots, it's probably better to wait until we have some more experience with the particle system so we can make sure the image is as good as possible A quick image for a news post or for Moddb would be good already though imho Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted April 5, 2011 Share Posted April 5, 2011 Atlas needs adjusted so we can see these effects when we place them. Or maybe I'm not doing it right. Link to comment Share on other sites More sharing options...
Ykkrosh Posted April 6, 2011 Author Share Posted April 6, 2011 It will display in Atlas in the "play" mode; otherwise all the animation is paused, which includes particles (and there are zero particles before they've animated long enough to emit some). But I changed it now so they should animation even when paused in Atlas - does that work a bit better? Also they were broken in the Actor Viewer so I fixed that. (...at least after the autobuild, which should be soon.)I also added some dust particles on construction (though I only bothered for the 3x3 foundation - try building houses). Also I added some kind of yucky way to make the number of particles increase as you task more builders onto the building - I think it's possibly a nice effect but the implementation needs to be redesigned eventually. Link to comment Share on other sites More sharing options...
Thorfinn the Shallow Minded Posted April 6, 2011 Share Posted April 6, 2011 (edited) Perhaps dust should rise when buildings are destroyed too. Edited April 6, 2011 by Thorfinn the Shallow Minded Link to comment Share on other sites More sharing options...
Shield Bearer Posted April 6, 2011 Share Posted April 6, 2011 I've added the particles for all the construction actors and changed to color so its looks more dusty I don't know how to add them for when a building is destroyed though :/ It would be nice for dust to rise when we place the foundation too. Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted April 6, 2011 Share Posted April 6, 2011 It's great to see the dust implemented. I think the dust particles should look a bit more diffuse though, and bigger? I don't have time to play around with it though, but you guys seem to be doing a bang-up job. Link to comment Share on other sites More sharing options...
fabio Posted April 7, 2011 Share Posted April 7, 2011 New effects are great!Just a minor bug: when shooting with the Lithobolos to a gazelle, if she doesn't get killed the smoke is still shown for little time, but after the final shot that kill her (poor gazelle ) the smoke line instantly disappear. Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted April 7, 2011 Share Posted April 7, 2011 Confirmed fabio's observation. If the flaming projectile causes damage (to anything), then the smoke disappears instantly instead of lingering as it should. Link to comment Share on other sites More sharing options...
Jeru Posted April 7, 2011 Share Posted April 7, 2011 Can I have a screenshot sans women's heads on fire? Just bonfires, flaming projectiles and construction dust being kicked up?(Better yet: Even a 10-second in-game capture of the animation of each) Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted April 7, 2011 Share Posted April 7, 2011 Ghost Rider cheat unit? lol Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted April 7, 2011 Share Posted April 7, 2011 I am looking at the actor files. It is not apparent to me what all the variables mean and do. Any chance we could get a quick and dirty tutorial put into the Wiki? I've committed a couple of wave textures if anyone wants to try to make a shore wave. Link to comment Share on other sites More sharing options...
Ykkrosh Posted April 8, 2011 Author Share Posted April 8, 2011 Just a minor bug: when shooting with the Lithobolos to a gazelle, if she doesn't get killed the smoke is still shown for little time, but after the final shot that kill her (poor gazelle ) the smoke line instantly disappear.Fixed.I am looking at the actor files. It is not apparent to me what all the variables mean and do. Any chance we could get a quick and dirty tutorial put into the Wiki? I've committed a couple of wave textures if anyone wants to try to make a shore wave.I'm not sure particles really make sense for waves, but if someone wants to experiment then feel free . I'll see if I can write up some basic documentation tomorrow. Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted April 8, 2011 Share Posted April 8, 2011 AOM's were particles. Just flat animations. AOE3's though, were a lot different. Link to comment Share on other sites More sharing options...
Ykkrosh Posted April 9, 2011 Author Share Posted April 9, 2011 I wrote some documentation - does that help a bit, and/or is anything particularly unclear?I don't know how to add them for when a building is destroyed though :/ It would be nice for dust to rise when we place the foundation too.Those will likely need some engine extensions. Link to comment Share on other sites More sharing options...
Pureon Posted April 9, 2011 Share Posted April 9, 2011 Thanks, very helpful. Link to comment Share on other sites More sharing options...
historic_bruno Posted April 9, 2011 Share Posted April 9, 2011 Those will likely need some engine extensions.Hope that will be scripted so we don't have to hard code all these different scenarios in the engine Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted April 10, 2011 Share Posted April 10, 2011 I wrote some documentation - does that help a bit, and/or is anything particularly unclear?Excellent documentation, Philip. Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted April 12, 2011 Share Posted April 12, 2011 Added some flames to the Elite Iberian Javelinist's projectile. Link to comment Share on other sites More sharing options...
SMST Posted April 12, 2011 Share Posted April 12, 2011 (edited) Added some flames to the Elite Iberian Javelinist's projectile. There is an Iberian Javelinist?EDIT:SVN tells me now there is one. That's great. A Cavalry Javelinist would've been nicer, though, seeing that Iberia has just one type of cavalry right now. Edited April 12, 2011 by SMST Link to comment Share on other sites More sharing options...
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