Hannibal_Barca Posted May 27, 2019 Share Posted May 27, 2019 31 minutes ago, nani said: 1 Link to comment Share on other sites More sharing options...
Stan` Posted May 27, 2019 Share Posted May 27, 2019 6 Link to comment Share on other sites More sharing options...
Gurken Khan Posted May 27, 2019 Share Posted May 27, 2019 @Stan`Looks beautiful. Sad thing is, with so much detail it's clearly visible that there are no ways of accessing the walls and towers... 1 Link to comment Share on other sites More sharing options...
Stan` Posted May 27, 2019 Share Posted May 27, 2019 1 minute ago, Gurken Khan said: @Stan`Looks beautiful. Sad thing is, with so much detail it's clearly visible that there are no ways of accessing the walls and towers... Yeah, maybe one day we will have navmeshes when @wraitii is finished with the pathfinder, so we can have bridges, and we can also reuse the celt sloped walls 3 Link to comment Share on other sites More sharing options...
Gurken Khan Posted May 27, 2019 Share Posted May 27, 2019 @Stan`Looking forward to that. Another detail: the top floors of those towers are made from stones? So the whole tower up to that height would have to be massive? Link to comment Share on other sites More sharing options...
Stan` Posted May 27, 2019 Share Posted May 27, 2019 26 minutes ago, Gurken Khan said: @Stan`Looking forward to that. Another detail: the top floors of those towers are made from stones? So the whole tower up to that height would have to be massive? Well they did make massive walls Link to comment Share on other sites More sharing options...
Gurken Khan Posted May 27, 2019 Share Posted May 27, 2019 13 minutes ago, Stan` said: Well they did make massive walls If they're massive I guess it's fine. Obviously I don't know much about those walls, and naively I expected the towers to be 'hollow', housing some stairs or ladders and then the platforms or floors above ground level would probably have to be wooden. Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted May 28, 2019 Share Posted May 28, 2019 2 hours ago, Stan` said: I really wish we could make wall towers upgradeable (for instance, all wall "towers" just start as connectors and then the player can upgrade them to arrow towers or ballista towers or whatever). It's possible (I've done it with the Roman wall towers because you gave me the un-roofed model), but there is one main problem: the upgraded tower can no longer be used as a wall connector or end point. If we could make the game be able to recognize more than one template as a possible wall connector/joint, then that would be grand. It would allow for upgradeable wall towers and even pave the way for walls to be able to connect to fortresses. 2 Link to comment Share on other sites More sharing options...
Stan` Posted May 28, 2019 Share Posted May 28, 2019 6 hours ago, wowgetoffyourcellphone said: the upgraded tower can no longer be used as a wall connector or end point. Even if it inherits from the wall tower template ? 6 hours ago, wowgetoffyourcellphone said: walls to be able to connect to fortresses. In the dwarves mod (unreleased tm) I made the fortress around the long wall piece. You can upgrade the wall into a fortress for a fee. I need to change the foot print code and manage to offset the obstruction and it would work Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted May 28, 2019 Share Posted May 28, 2019 25 minutes ago, Stan` said: Even if it inherits from the wall tower template ? Yeah, the wallset template is very specific. Link to comment Share on other sites More sharing options...
Stan` Posted May 28, 2019 Share Posted May 28, 2019 What if you add them to the wallset ? Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted May 28, 2019 Share Posted May 28, 2019 (edited) 8 minutes ago, Stan` said: What if you add them to the wallset ? <?xml version="1.0" encoding="utf-8"?> <Entity parent="template_wallset"> <Identity> <Civ>athen</Civ> <SpecificName>Teîkhos</SpecificName> <History>All Hellenic cities were surrounded by stone walls for protection against enemy raids. Some of these fortifications, like the Athenian Long Walls, for example, were massive structures.</History> </Identity> <WallSet> <Templates> <Tower>structures/athen_wall_tower</Tower> <Gate>structures/athen_wall_gate</Gate> <WallLong>structures/athen_wall_long</WallLong> <WallMedium>structures/athen_wall_medium</WallMedium> <WallShort>structures/athen_wall_short</WallShort> </Templates> <MaxTowerOverlap>0.90</MaxTowerOverlap> <MinTowerOverlap>0.05</MinTowerOverlap> </WallSet> </Entity> You can only specify one specific template for the "Tower." If you upgrade the tower to a new template, then it no longer acts as a wall connector because this new template has not been specified as a Tower in the Wallset template. Maybe extend the code to allow a list of templates there? Edited May 28, 2019 by wowgetoffyourcellphone Link to comment Share on other sites More sharing options...
Stan` Posted May 28, 2019 Share Posted May 28, 2019 I guess it could work. Link to comment Share on other sites More sharing options...
wackyserious Posted May 28, 2019 Share Posted May 28, 2019 City building while in-game testing the new Macedonian textures. 3 Link to comment Share on other sites More sharing options...
Trinketos Posted May 28, 2019 Share Posted May 28, 2019 12 hours ago, nani said: Nice Composition How you get those colors? 1 Link to comment Share on other sites More sharing options...
av93 Posted May 28, 2019 Share Posted May 28, 2019 3 hours ago, wackyserious said: City building while in-game testing the new Macedonian textures. So Athenians keep the original greek textures? Link to comment Share on other sites More sharing options...
wackyserious Posted May 28, 2019 Share Posted May 28, 2019 1 hour ago, av93 said: So Athenians keep the original greek textures? No, I mean the new Macedonian unit textures. Sorry for the confusion. 1 Link to comment Share on other sites More sharing options...
Stan` Posted May 28, 2019 Share Posted May 28, 2019 3 minutes ago, ffffffff said: is this your stanpoint? Depends, will you fix your patch that has been reviewed ? 1 Link to comment Share on other sites More sharing options...
Stan` Posted May 28, 2019 Share Posted May 28, 2019 5 minutes ago, ffffffff said: probably this has not been done because it awaits something bigger. eae Like what ? Link to comment Share on other sites More sharing options...
JC (naval supremacist) Posted May 28, 2019 Share Posted May 28, 2019 (edited) the answer is : yes Edited May 28, 2019 by JC (naval supremacist) 1 Link to comment Share on other sites More sharing options...
nani Posted June 5, 2019 Share Posted June 5, 2019 Jam 5 Link to comment Share on other sites More sharing options...
Boudica Posted June 5, 2019 Share Posted June 5, 2019 Rauls's bad connection spoiled your photo. 1 Link to comment Share on other sites More sharing options...
wackyserious Posted June 5, 2019 Share Posted June 5, 2019 8 hours ago, nani said: Jam Some sort of ancient trade expo/convention, based on what I can see. MercCon456BC. #SomewhereInGaul 1 2 Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 5, 2019 Share Posted June 5, 2019 4 hours ago, wackyserious said: Some sort of ancient trade expo/convention, based on what I can see. MercCon456BC. #SomewhereInGaul I'm sure is Massalia. 1 Link to comment Share on other sites More sharing options...
Stan` Posted June 5, 2019 Share Posted June 5, 2019 Experimenting with glowing materials, to know how they work. Model will likely be used in a mod of mine if I make more than this. @vladislavbelov I guess there is no way I can make the glow stronger ? It doesn't work with the sun. Also would be nice to have an oscilating shader. Still far from EDIT : It seems I can't make it react to player color... <?xml version="1.0" encoding="utf-8"?> <material> <define name="USE_SELF_LIGHT" value="1"/> <required_texture name="baseTex"/> <required_texture name="normTex" define="USE_NORMAL_MAP"/> <required_texture name="specTex" define="USE_SPECULAR_MAP"/> <shader effect="model"/> <define name="USE_PLAYERCOLOR" value="1"/> <uniform name="effectSettings" value="1.0 50.0 0.0075 0.85"/> </material> 5 Link to comment Share on other sites More sharing options...
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