Stan` Posted March 30, 2020 Report Share Posted March 30, 2020 On 3/21/2020 at 1:12 PM, coworotel said: mod? https://code.wildfiregames.com/D2667 Quote Link to comment Share on other sites More sharing options...
Nymex Posted April 13, 2020 Report Share Posted April 13, 2020 Is it just me or do the Mauryans have some of the coolest looking buildings. 7 Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted April 21, 2020 Report Share Posted April 21, 2020 (edited) Some more pic's (thank's Lion.Kanzen) https://imgur.com/a/4bJe7By Edited April 21, 2020 by Mr.lie 6 Quote Link to comment Share on other sites More sharing options...
Trinketos Posted April 29, 2020 Report Share Posted April 29, 2020 I was bored so 2 4 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted May 12, 2020 Report Share Posted May 12, 2020 Roman Republic 7 1 Quote Link to comment Share on other sites More sharing options...
Trinketos Posted May 13, 2020 Report Share Posted May 13, 2020 5 Quote Link to comment Share on other sites More sharing options...
jaimele Posted May 18, 2020 Report Share Posted May 18, 2020 Been having fun with cliffs and hills- the houses stack nicely and look like vertical hillside villages. 10 1 Quote Link to comment Share on other sites More sharing options...
nani Posted May 18, 2020 Report Share Posted May 18, 2020 5 minutes ago, jaimele said: Been having fun with cliffs and hills- the houses stack nicely and look like vertical hillside villages. Terrific! Next time enable shadows too and will look prettier 1 Quote Link to comment Share on other sites More sharing options...
jaimele Posted May 18, 2020 Report Share Posted May 18, 2020 @naniThanks! How do I do that, btw? I have it checked in the editor when I press "play" and go to options but I still see no ground shadows. Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 19, 2020 Report Share Posted May 19, 2020 You might need to enable them in the main game then start atlas again. 2 Quote Link to comment Share on other sites More sharing options...
jaimele Posted May 20, 2020 Report Share Posted May 20, 2020 @Stan`thanks so much! that did the trick! City 13 1 Quote Link to comment Share on other sites More sharing options...
Trinketos Posted May 23, 2020 Report Share Posted May 23, 2020 8 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 24, 2020 Report Share Posted May 24, 2020 (edited) 14 hours ago, Trinketos said: Spoiler Buen trabajo . Edited May 24, 2020 by Lion.Kanzen 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 25, 2020 Report Share Posted May 25, 2020 I wish we had functional bridges... 6 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted May 25, 2020 Report Share Posted May 25, 2020 13 minutes ago, Stan` said: I wish we had functional bridges... Okay, let's do it. Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 25, 2020 Report Share Posted May 25, 2020 Btw all the texture above are not in the game 12 minutes ago, wowgetoffyourcellphone said: Okay, let's do it. You overestimate the pathfinder 1 1 Quote Link to comment Share on other sites More sharing options...
nani Posted May 25, 2020 Report Share Posted May 25, 2020 (edited) I don't know if the pathfinder has two grids, land and water, or both on the same, in the first case it would be as easy as marking the bridge area as passable for both/one or none. As for the "walking" in the bridge it could be done doing some kind of vertical displacement using the vertex shader for the bridge plane, kind of a simulated height. Edited May 25, 2020 by nani 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 25, 2020 Report Share Posted May 25, 2020 I wanted something similar to this (the settlers 5) Basically the building changes the heightmap so that unit may pass. In a more complex version, it would allow artists to set the angle. But this is just a wish o mine. 4 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted May 25, 2020 Report Share Posted May 25, 2020 Hmm. Is the height map a separate entity from the pathfinding grid? If so, it could raise the pathing grid off of the terrain grid (so we don't have to worry about weird terrain morphine effects). Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 25, 2020 Report Share Posted May 25, 2020 In this case it's the pathfinding grid, which has been adapted with no terrain change. I can only guess as I haven't seen their code Quote Link to comment Share on other sites More sharing options...
imperium Posted May 27, 2020 Report Share Posted May 27, 2020 would be beautiful build these bridges ( in game) in small spaces of water @Stan` Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 27, 2020 Report Share Posted May 27, 2020 18 minutes ago, imperium said: would be beautiful build these bridges ( in game) in small spaces of water @Stan` Indeed, but there are only cosmetic, hence why I haven't committed them :/ Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted May 29, 2020 Report Share Posted May 29, 2020 Powered by pyrogenesis ... 0 A.D. 2020-05-29 03-07-22.mp4 it's really not perfect, but for the first time 4 1 Quote Link to comment Share on other sites More sharing options...
nani Posted May 29, 2020 Report Share Posted May 29, 2020 21 minutes ago, Mr.lie said: Powered by pyrogenesis ... 0 A.D. 2020-05-29 03-07-22.mp4 548.97 MB · 0 downloads it's really not perfect, but for the first time Pls compress video, takes too long to load (600 mb size for 3 minhtes is insane XD) 1 Quote Link to comment Share on other sites More sharing options...
Trinketos Posted May 29, 2020 Report Share Posted May 29, 2020 7 Quote Link to comment Share on other sites More sharing options...
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