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Your 0 A.D. Screenshots


dolomiti
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  On 27/05/2019 at 10:11 PM, 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...

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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 :) 

 

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  On 27/05/2019 at 10:45 PM, Stan` said:

Well they did make massive walls :)

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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.

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  On 27/05/2019 at 9:59 PM, Stan` said:

screenshot0051.png

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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.

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  On 28/05/2019 at 12:03 AM, wowgetoffyourcellphone said:

the upgraded tower can no longer be used as a wall connector or end point. 

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Even if it inherits from the wall tower template ?

  On 28/05/2019 at 12:03 AM, wowgetoffyourcellphone said:

walls to be able to connect to fortresses.

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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 :)

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  On 28/05/2019 at 7:06 AM, Stan` said:

What if you add them to the wallset ?

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<?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 by wowgetoffyourcellphone
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screenshot0053.png

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

 

aMC20zw.jpg

 

 

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>

 

 

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