jaimele Posted April 28, 2014 Report Share Posted April 28, 2014 Rebuilt on an island after the sack by Nebuchadnezzar's army, Tyre flourished as the prime Phoenician city-state, ruling the waves, and setting up colonies as far as North Africa. Alexander's armies laid siege in 332 BCE by connecting the island to the mainland via an earthen causeway so that his army and siege towers could reach the rich treasuries within the palaces and temple complexes throughout the city. 14 1 Quote Link to comment Share on other sites More sharing options...
hhyloc Posted April 28, 2014 Report Share Posted April 28, 2014 (edited) @jaimele Very nice, I really like your custom maps. :0 Edited April 28, 2014 by hhyloc Quote Link to comment Share on other sites More sharing options...
serveurix Posted April 28, 2014 Report Share Posted April 28, 2014 @jaimele : waow o.o Quote Link to comment Share on other sites More sharing options...
Enrique Posted April 28, 2014 Report Share Posted April 28, 2014 Rebuilt on an island after the sack by Nebuchadnezzar's army, Tyre flourished as the prime Phoenician city-state, ruling the waves, and setting up colonies as far as North Africa. Alexander's armies laid siege in 332 BCE by connecting the island to the mainland via an earthen causeway so that his army and siege towers could reach the rich treasuries within the palaces and temple complexes throughout the city.This.This one looks really sweet. If we ever have campaigns in the game, the cities should look like this. Very nice work.You should add a little bit of post processing effects and some more details along the coast and enable waves and that's a really nice promotional screen shot 1 Quote Link to comment Share on other sites More sharing options...
jaimele Posted April 28, 2014 Report Share Posted April 28, 2014 Thanks! Will definitely add waves etc.; how do you go about the post processing effects? Quote Link to comment Share on other sites More sharing options...
Enrique Posted April 28, 2014 Report Share Posted April 28, 2014 Thanks! Will definitely add waves etc.; how do you go about the post processing effects?For Windows users who have installed the Alpha release, to enable high quality graphics, navigate to Users\<user>\AppData\Local\0 A.D. alpha\binaries\data\config. Create a text file named local.cfg. Any lines added to this file will overwrite the lines from default.cfg. Copy/paste the following lines to local.cfg, save, then restart the game.; System settings:waternormals = truewaterbinormals = truewaterrealdepth = truewaterfoam = truewatercoastalwaves = truewaterrefraction = truewaterreflection = truewatershadows = truepostproc = true; Quality level of shader effects (set to 10 to display effects)materialmgr.quality = 10; Prefer GLSL shaders over ARB shaders (not recommended). REQUIRES gentangents=true.preferglsl = true; Experimental probably-non-working GPU skinning support; requires preferglsl; use at own riskgpuskinning = true; Generate tangents for normal and parallax mapping. REQUIRES preferglsl=true. Incompatible with gpuskinning.gentangents = true; Use smooth LOS interpolation; REQUIRES preferglsl=true.smoothlos = true Quote Link to comment Share on other sites More sharing options...
niektb Posted April 28, 2014 Report Share Posted April 28, 2014 (edited) Enrique: you should leave smoothlos and gpuskinning to false. (the first looks ugly, the second doesn't add anything, and wasn't fully stable I thought) and others are true by default.BTW.: the path you listed should be:\Users\[user]\AppData\Roaming\0ad\configMy config file reads this: waterfoam = truewatercoastalwaves = truewatershadows = trueshowsky = true;;;;; EXPERIMENTAL ;;;;;; Prefer GLSL shaders over ARB shaders (not recommended). REQUIRES gentangents=true.preferglsl = true; Generate tangents for normal and parallax mapping. REQUIRES preferglsl=true.gentangents = true; Experimental probably-non-working GPU skinning support; requires preferglsl; use at own riskgpuskinning = false; Use smooth LOS interpolation; REQUIRES preferglsl=true.smoothlos = false; Use screen-space postprocessing filters (HDR, bloom, DOF, etc). Incompatible with fixed renderpath.postproc = truematerialmgr.quality = 10.0; Maximum distance to display parallax effect. Set to 0 to disable parallax.materialmgr.PARALLAX_DIST.max = 150; Maximum distance to display high quality parallax effect.materialmgr.PARALLAX_HQ_DIST.max = 75; Maximum distance to display very high quality parallax effect. Set to 30 to enable.materialmgr.PARALLAX_VHQ_DIST.max = 30;;;;;;;;;;;;;;;;;;;;;;;; Edited April 28, 2014 by niektb Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted April 28, 2014 Report Share Posted April 28, 2014 Enrique: you should leave smoothlos and gpuskinning to false. (the first looks ugly, the second doesn't add anything, and wasn't fully stable I thought) and others are true by default.Eerr, I have both of these as true and they look just fine. Quote Link to comment Share on other sites More sharing options...
Enrique Posted April 28, 2014 Report Share Posted April 28, 2014 Smooth LoS looks amazing in my PC, also gpuskinning is required to show normal maps on animated actors like elephants etc. I hadn't any problem since I activated those tbh 1 Quote Link to comment Share on other sites More sharing options...
RoekeloosNL Posted April 28, 2014 Report Share Posted April 28, 2014 Maybe you can make some campaign maps or missions for a grande campaign. 1 Quote Link to comment Share on other sites More sharing options...
GunChleoc Posted May 18, 2014 Report Share Posted May 18, 2014 Some Alpha 16 Screenshots in Gaelic language 1 Quote Link to comment Share on other sites More sharing options...
niektb Posted August 18, 2014 Report Share Posted August 18, 2014 (edited) A brutal fortress in a beautifully made map, Mediterranean Cove: Edited August 18, 2014 by niektb 5 Quote Link to comment Share on other sites More sharing options...
Trinketos Posted August 22, 2014 Report Share Posted August 22, 2014 xD 1 Quote Link to comment Share on other sites More sharing options...
niektb Posted September 20, 2014 Report Share Posted September 20, 2014 Loosing yourselves in 0 A.D.'s graphics... 5 Quote Link to comment Share on other sites More sharing options...
Hetstaine Posted November 1, 2014 Report Share Posted November 1, 2014 Nice pic, i need to work bridges out These have been downsized from 6400 x 4800 and jpeg'd so lost have a fair bit of quality, still looks nice though Here you can see the detail in a small section of the above shot, that is itself only the top 1/4 of the pic. 1 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 2, 2014 Report Share Posted November 2, 2014 (edited) I made Temple Vesta buildable and gacve it an aura that makes building around it stronger. Also made many civs have a shipyard (no model yet). Edited November 2, 2014 by wowgetoffyourcellphone 6 Quote Link to comment Share on other sites More sharing options...
niektb Posted November 15, 2014 Report Share Posted November 15, 2014 (edited) Sneak peak Edited November 17, 2014 by niektb 6 Quote Link to comment Share on other sites More sharing options...
thamlett Posted November 17, 2014 Report Share Posted November 17, 2014 Now that I have Eyefinity...... o.O Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 18, 2014 Report Share Posted November 18, 2014 For my mod I will include a "test" ship with units garrisonable on the deck. The pathfinder hgets confused because I think it runs separate paths for the ship and the garrisoned units, so the ship stutters and acts weird when you move it. I will include this test ship in a modified Ptolemies sandbox scenario. 5 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 18, 2014 Report Share Posted November 18, 2014 For my mod I will include a "test" ship with units garrisonable on the deck. The pathfinder hgets confused because I think it runs separate paths for the ship and the garrisoned units, so the ship stutters and acts weird when you move it. I will include this test ship in a modified Ptolemies sandbox scenario. oh man that is awsome you can post more even a video or upload the mod to get that, is this a new level to ship battle give boost to naval battle even I can imagine raft battle with archers. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 18, 2014 Report Share Posted November 18, 2014 oh man that is awsome you can post more even a video or upload the mod to get that, is this a new level to ship battle give boost to naval battle even I can imagine raft battle with archers.It is very interesting. Unfortunately the pathfinding for the ship with units on the deck is really weird. 1 Quote Link to comment Share on other sites More sharing options...
jaimele Posted November 24, 2014 Report Share Posted November 24, 2014 (edited) Esgaroth (Lake-town) from The Hobbit.(updated) Edited November 24, 2014 by jaimele 5 Quote Link to comment Share on other sites More sharing options...
niektb Posted November 24, 2014 Report Share Posted November 24, 2014 (edited) Edit: That water is much better! Edited November 25, 2014 by niektb 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 25, 2014 Report Share Posted November 25, 2014 4 Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 25, 2014 Report Share Posted November 25, 2014 Esgaroth (Lake-town) from The Hobbit.(updated)I am planning to make such houses =) Quote Link to comment Share on other sites More sharing options...
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