LordGood Posted September 7, 2013 Report Share Posted September 7, 2013 (edited) How's this? Edited September 7, 2013 by LordGood Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted September 7, 2013 Author Report Share Posted September 7, 2013 How's this?Definitely an improvement. Looks pretty good. What about maybe adding some spikes around the base of it? Make it look more menacing? I think some AO mapping will make this look pretty good. 1 Quote Link to comment Share on other sites More sharing options...
LordGood Posted September 7, 2013 Report Share Posted September 7, 2013 The footprint is a bit cramped as it is, it's a pretty wide tower, almost to an iberian degree. I do agree, it does need some more geometry towards the base Quote Link to comment Share on other sites More sharing options...
Zeta1127 Posted September 8, 2013 Report Share Posted September 8, 2013 Other than not liking the tops of the roof supports sticking through the roof, the tower looks very good. 1 Quote Link to comment Share on other sites More sharing options...
LordGood Posted September 8, 2013 Report Share Posted September 8, 2013 pulled those supports back Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted September 8, 2013 Author Report Share Posted September 8, 2013 Use player color shields. Also, seems more realistic to place them around the base and up in the tower or something. Quote Link to comment Share on other sites More sharing options...
LordGood Posted September 8, 2013 Report Share Posted September 8, 2013 Then I'll lose the mid-model activating detailPerhaps I should have timbers sticking out underneath the wooden platform that support the floorAnd I've always noticed base shields float on uneven terrain, which is exactly where players would be looking to place defense towers for that handy range bonus Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted September 8, 2013 Author Report Share Posted September 8, 2013 Then I'll lose the mid-model activating detailPerhaps I should have timbers sticking out underneath the wooden platform that support the floorAnd I've always noticed base shields float on uneven terrain, which is exactly where players would be looking to place defense towers for that handy range bonusEnrique could teach you how to do it, or maybe he can just do it himself, but we've recently implemented a way to make those shields at the base of the structure to conform to the terrain. EDIT: Also, yeah, some cool spikey timbers might work. Quote Link to comment Share on other sites More sharing options...
Ludo38 Posted September 8, 2013 Report Share Posted September 8, 2013 Good work Lordgood! I'm so glad to see you're now so at ease with Blender!I don't regret having invited you to participate to 0 A.D. ! 1 Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted September 8, 2013 Report Share Posted September 8, 2013 Maybe the base could be a bit like the wall base. So not fully covered with spikes, but spikes on the corners. And some bits of wood sticking out at the base. Celts often used wood to make their stone structures more "bendable". I don't know exactly how you'd do that with a round tower though. Quote Link to comment Share on other sites More sharing options...
LordGood Posted September 13, 2013 Report Share Posted September 13, 2013 (edited) lol, I'm glad to hear that! Thanks!I know slope walls are a gallic thing, but I was wondering if the britons could get a wall differentiation atm, since the slope walls are looking like a scenario item right now rather than an in game building. (if this was at the beginning of the thread I totally missed it.)Also, can anyone tell me how to make prop points? I need the arrows to stop coming out of the bottom of the towerIt looks weirdah, so many edits...I plan on putting some vertical beams between or straddling the crossbeam... nub... things sticking out atm Edited September 13, 2013 by LordGood Quote Link to comment Share on other sites More sharing options...
Enrique Posted September 13, 2013 Report Share Posted September 13, 2013 Also, can anyone tell me how to make prop points? I need the arrows to stop coming out of the bottom of the towerIt looks weirdProp points are called "empties" in blenderShift+A => empty => plain axes then, you place it where you want the arrows to shoot, and rename it to prop-projectile. you have to export it with the "main" mesh but remember to parent to it before (first select empty, then select main mesh, then Ctrl+P => set parent to object) and be sure that the main mesh is your primary selection when exporting (the lighter orange selection)On the towers there needs to be also another prop point: prop_garrisoned and that one indicates where the flag will show when the building has troops garrisoned.Regarding the walls.... slope walls are cool, but the problem is that we don't have the ability to make units walking on the slope... so not sure how it will work if we make the gauls their custom walls, in addition, the walls would need to be much wider than the other civs because of the slopeBTW: Are you interested in modelling a new barracks for brits? Quote Link to comment Share on other sites More sharing options...
LordGood Posted September 13, 2013 Report Share Posted September 13, 2013 I'm a bit slammed schoolwise, but I've been throwing together some sketches. If I have a spare moment I'll try to build a model.I have to say, the barracks format does not like the circular format of brythonic buildingsgotta get all creative with it Quote Link to comment Share on other sites More sharing options...
LordGood Posted September 13, 2013 Report Share Posted September 13, 2013 Garrison flag is working fine, but I'll probably lower it. It's a bit highProjectile point is not working fine Quote Link to comment Share on other sites More sharing options...
LordGood Posted September 14, 2013 Report Share Posted September 14, 2013 (edited) lol palisade file is not in the structural texture folderPut some pointy sticks to brace the bottom of the tower, lowered the flag a bitstill shooting arrows from the base thoughooh, do you think we could put a slinger up there and have it shoot rocks instead of arrows? The britons seemed to be lacking a bit in the archery department anyhow Edited September 14, 2013 by LordGood Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted September 14, 2013 Report Share Posted September 14, 2013 Nice lordgood. Quote Link to comment Share on other sites More sharing options...
Enrique Posted September 14, 2013 Report Share Posted September 14, 2013 Gaul market wip: 1 Quote Link to comment Share on other sites More sharing options...
Pureon Posted September 14, 2013 Report Share Posted September 14, 2013 Nice market update Enrique! Quote Link to comment Share on other sites More sharing options...
LordGood Posted September 15, 2013 Report Share Posted September 15, 2013 I'm getting a weird lighting glitch, the normals in blender are the exact opposite as the ones exported into pyrogenesis enginehere's the beginnings of my briton barracks at any rate Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted September 15, 2013 Author Report Share Posted September 15, 2013 Hmm, not feeling that Britons barracks direction. Quote Link to comment Share on other sites More sharing options...
Enrique Posted September 15, 2013 Report Share Posted September 15, 2013 I'm getting a weird lighting glitch, the normals in blender are the exact opposite as the ones exported into pyrogenesis enginehere's the beginnings of my briton barracks at any rateHmm that looks like the actor may have a material with more effects than the textures included in the actor. If the normals are pointing inwards, the polygon is not rendered at all. make sure the actor has player_trans.xml material at the end of the actor.Regarding the model, it is not mandatory for all the brit buildings to be round. You can use squared features in the structure, we just need a different model to diferentiate more both civs. Quote Link to comment Share on other sites More sharing options...
LordGood Posted September 15, 2013 Report Share Posted September 15, 2013 I started over and now I'm getting a 'mesh is not made of triangles requirement not met' errorI've triangulated all of the faces and got rid of all of the materials, but it just wont import Quote Link to comment Share on other sites More sharing options...
Enrique Posted September 15, 2013 Report Share Posted September 15, 2013 You probably have some loose vertices.In edit mode, choose face selection mode, A to select all the faces an then H to hide them. Then switch back to vertex selection mode and hit A to see if there is any vertex around. Quote Link to comment Share on other sites More sharing options...
LordGood Posted September 15, 2013 Report Share Posted September 15, 2013 (edited) Awesome, thanks EnriqueI started this before you sent the message to deviate from the round format, but I hope this is a better fitI could always put a gallery on top instead of a plaster wall, like the gallic temple has Edited September 15, 2013 by LordGood Quote Link to comment Share on other sites More sharing options...
LordGood Posted September 15, 2013 Report Share Posted September 15, 2013 I'm running into that lighting issue again Quote Link to comment Share on other sites More sharing options...
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