idanwin Posted January 2, 2013 Report Share Posted January 2, 2013 (edited) For use in scenario maps?(the units inside the cages are slave actors that have been placed seperately)do people have to be captured, or have they already escaped?EDIT:Latest version: cages.7z Edited January 8, 2013 by idanwin Quote Link to comment Share on other sites More sharing options...
Pedro Falcão Posted January 2, 2013 Report Share Posted January 2, 2013 I don't quite understand what you're wanting to ask. Quote Link to comment Share on other sites More sharing options...
idanwin Posted January 2, 2013 Author Report Share Posted January 2, 2013 I'm proposing a model that could be put in the atlas map editor for use in scenarios Quote Link to comment Share on other sites More sharing options...
zoot Posted January 2, 2013 Report Share Posted January 2, 2013 (edited) On 02/01/2013 at 6:08 PM, Pedro Falcão said: I don't quite understand what you're wanting to ask.I read it as a comment on the image: have the cages been prepared for someone about to be captured or were they left open by someone who just escaped? Edited January 2, 2013 by zoot Quote Link to comment Share on other sites More sharing options...
Pedro Falcão Posted January 2, 2013 Report Share Posted January 2, 2013 Oh, i see! So yes, we need these! It would be cool, also, if they actually held units and could be opened/closed with triggers. Quote Link to comment Share on other sites More sharing options...
LordGood Posted January 2, 2013 Report Share Posted January 2, 2013 I think wooden cages would fit better in the context of all this ancient hulabaloo Quote Link to comment Share on other sites More sharing options...
Yves Posted January 2, 2013 Report Share Posted January 2, 2013 I think the wooden cage needs something to fixate the staffs at the crossings, probably ropes.The metal cage looks too perfect. It should be less symetric and maybe rusty. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted January 5, 2013 Report Share Posted January 5, 2013 looks good for enchatament in scenarios Quote Link to comment Share on other sites More sharing options...
idanwin Posted January 6, 2013 Author Report Share Posted January 6, 2013 On 02/01/2013 at 7:51 PM, Yves said: I think the wooden cage needs something to fixate the staffs at the crossings, probably ropes.The metal cage looks too perfect. It should be less symetric and maybe rusty.In fact they were supposed to be a new metal cage and a rusty metal cage xD I'll see what I can do Quote Link to comment Share on other sites More sharing options...
idanwin Posted January 6, 2013 Author Report Share Posted January 6, 2013 Cages:2 models (flat top, rounded top)3 textures (metal, rusty metal, rust)open & closed modelThis is what they look likeDownload:cages.7zEach model is about 350 vertices, I have totally no idea whether this is too many or not, but I don't really think there will ever be very many of these in view so even if it is a lot, this shouldn't be a problem. Quote Link to comment Share on other sites More sharing options...
memmaker650 Posted January 6, 2013 Report Share Posted January 6, 2013 On 06/01/2013 at 4:50 PM, idanwin said: Cages:2 models (flat top, rounded top)3 textures (metal, rusty metal, rust)open & closed modelThis is what they look likeDownload:cages.7zEach model is about 350 vertices, I have totally no idea whether this is too many or not, but I don't really think there will ever be very many of these in view so even if it is a lot, this shouldn't be a problem.Looks really good. Nice to put enemies captured in this "jail". Seems a nice option but need many coding lines to add game coherence. Quote Link to comment Share on other sites More sharing options...
idanwin Posted January 6, 2013 Author Report Share Posted January 6, 2013 At the moment it's just an embelishment for scenarios, but it would be nice if someone could implement this in the game.I think that when one of your units comes close to the cage it should open and the unit inside should become yours. Quote Link to comment Share on other sites More sharing options...
Pedro Falcão Posted January 6, 2013 Report Share Posted January 6, 2013 On 06/01/2013 at 5:31 PM, idanwin said: At the moment it's just an embelishment for scenarios, but it would be nice if someone could implement this in the game.I think that when one of your units comes close to the cage it should open and the unit inside should become yours.This can be done via triggers, once they're implemented. I'd only give them the ability to open or close and to change the owner (just like loyalty). Quote Link to comment Share on other sites More sharing options...
Sighvatr Posted January 7, 2013 Report Share Posted January 7, 2013 Looks great! Even if they do not function as cages in-game currently, they would look great as scenery. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted January 7, 2013 Report Share Posted January 7, 2013 textured details are very important, to have realism Quote Link to comment Share on other sites More sharing options...
serveurix Posted January 7, 2013 Report Share Posted January 7, 2013 Bars are a bit too big, aren't they ? Is it possible to make them thinner ? Quote Link to comment Share on other sites More sharing options...
idanwin Posted January 7, 2013 Author Report Share Posted January 7, 2013 (edited) I made the bars .5 in size for one model and .75 for the other: Edited January 7, 2013 by idanwin Quote Link to comment Share on other sites More sharing options...
serveurix Posted January 7, 2013 Report Share Posted January 7, 2013 Are the bars at the edge 0.75 ? Or is it an optical effect ?(Just to clarify : I proposed to make the bars thinner because like Yves I thought the rusty cage was a wooden cage : big bars look like wooden beams.) Quote Link to comment Share on other sites More sharing options...
idanwin Posted January 7, 2013 Author Report Share Posted January 7, 2013 The corner bars are still the original size. Quote Link to comment Share on other sites More sharing options...
memmaker650 Posted January 8, 2013 Report Share Posted January 8, 2013 On 07/01/2013 at 7:41 PM, idanwin said: The corner bars are still the original size.The cages are better with 0.5 width. 1 Quote Link to comment Share on other sites More sharing options...
idanwin Posted January 8, 2013 Author Report Share Posted January 8, 2013 Consider it done Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted January 8, 2013 Report Share Posted January 8, 2013 (edited) i like this Edited January 8, 2013 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
idanwin Posted January 8, 2013 Author Report Share Posted January 8, 2013 Here they are:cages.7z@Lion.Kanzen: Interesting model, from what game is it? Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted January 9, 2013 Report Share Posted January 9, 2013 (edited) On 08/01/2013 at 10:33 PM, idanwin said: Here they are:cages.7z@Lion.Kanzen: Interesting model, from what game is it? all model are Rise and Fall Civilizations at Wars Leaded by master Rick goodman (AOE1, EE).Check your post about stuff in Atlas Edited January 9, 2013 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
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