wackyserious Posted April 25, 2016 Report Share Posted April 25, 2016 Exactly My example above was just a photomanipulation and not an actual mesh Quote Link to comment Share on other sites More sharing options...
Stan` Posted April 25, 2016 Report Share Posted April 25, 2016 On 17/3/2016 at 0:02 PM, wackyserious said: Anglo-Saxon barracks proposal (Can be created by joining two copies of the house mesh on the right, it uses the 4x4 gravel decal) Additional props: campfire, and two wooden bench Missed that one. Would that do ? 1 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted April 26, 2016 Report Share Posted April 26, 2016 On 3/19/2016 at 0:07 PM, Le Druide Gaulois said: I've made a sketch for the barracks here: https://wildfiregames.com/forum/uploads/monthly_09_2015/post-16101-0-81217600-1442967197.jpg I looks more like a hall. @stanislas69 Nice! The cloth on the bench + the shield makes it very distinctive, we should also use it on the Civ Center. But Le Druide Gaulois mentioned that there was already a concept for the barracks. We can maybe use it as a placeholder for the mean time. Here are some concepts for the market, it uses the Atlas stall entity/props (The one on the right also uses two bench props) 2 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted April 26, 2016 Report Share Posted April 26, 2016 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted April 26, 2016 Report Share Posted April 26, 2016 (edited) Gonna use it as the market likeon the bottom left reference. I need to edit the cloth to make it like squres and not lines to match the other drawings. I'll start the barracks. Tell me I remember seeinf stuff about missing helmets and props do you remember where it was ? Edit : the CC will have his shields Edited April 26, 2016 by stanislas69 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted April 26, 2016 Report Share Posted April 26, 2016 - 2.) and 3.) are most likely the common ones - 4.) is very much similar to 3.) only with aventails, plus brass parts - 1.) was more likely ceremonial or onamental (including this would be optional, IMO) Quote Link to comment Share on other sites More sharing options...
Stan` Posted April 26, 2016 Report Share Posted April 26, 2016 2 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted April 26, 2016 Report Share Posted April 26, 2016 The barracks looks cool! Stan, here's what I have in mind about the ruins that I discussed at I installed Blender and watched tutorials again earlier today and made this, UV mapping is really painful.. (scale is the same as a single short stone wall) 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted April 26, 2016 Report Share Posted April 26, 2016 UV are always a pain. It looks like you managed to do it anyways, congrats ! Quote Link to comment Share on other sites More sharing options...
wackyserious Posted April 26, 2016 Report Share Posted April 26, 2016 Thanks! Reading this one really helped me a lot https://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics I'm not sure if I'll manage to finish all the ruins piece.. that one mesh took me hours to complete. Quote Link to comment Share on other sites More sharing options...
Stan` Posted April 26, 2016 Report Share Posted April 26, 2016 (edited) That's not something with a high priority, you can work on it as a side task if you have textures to make. For some reason every color is **** up, and so is the anglo saxon texture. Edited April 26, 2016 by stanislas69 Because Reasons 4 Quote Link to comment Share on other sites More sharing options...
Le Druide Gaulois Posted April 26, 2016 Report Share Posted April 26, 2016 (edited) The models are looking great, guys. Wonderful job! I really like the top left version of the market, btw. Edited April 26, 2016 by Le Druide Gaulois Quote Link to comment Share on other sites More sharing options...
niektb Posted April 27, 2016 Author Report Share Posted April 27, 2016 @stanislas69: We have a player color mod inside Millennium A.D., it might be that that collides if you have an old version of 0 A.D. Quote Link to comment Share on other sites More sharing options...
Stan` Posted April 27, 2016 Report Share Posted April 27, 2016 Ah yeah, I only downloaded A20 on my LapbrokenTop and it's version > 0.21 so I guess that's it. Strangely enough it's not the first time I experienced that. Did your color mod get into S.V.N. ? I heard it was better Quote Link to comment Share on other sites More sharing options...
niektb Posted April 27, 2016 Author Report Share Posted April 27, 2016 (edited) @stanislas69: ow, then I don't know what the issue is... (it works fine here). But I noticed that the Saxon buildings have severe normal (?) issues, what was the cause of that? (I forgot): Spoiler Also the clothing on the benches is broken (they are completely black and without player color) Edited April 27, 2016 by niektb Quote Link to comment Share on other sites More sharing options...
Stan` Posted April 27, 2016 Report Share Posted April 27, 2016 Well the clothing is because of the texture, cause it works fine in Blender. About normals can you be more specific ? Quote Link to comment Share on other sites More sharing options...
niektb Posted April 27, 2016 Author Report Share Posted April 27, 2016 1 minute ago, stanislas69 said: Well the clothing is because of the texture, cause it works fine in Blender. Then what's wrong with the texture? 1 minute ago, stanislas69 said: About normals can you be more specific ? You can see the roofs from the stable, right? Quote Link to comment Share on other sites More sharing options...
Stan` Posted April 27, 2016 Report Share Posted April 27, 2016 (edited) Mmmh yeah smoothing groups. I don't have advanced materials enabled so I didn't see that. Alpha channel most likely :/ Edited April 27, 2016 by stanislas69 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted April 27, 2016 Report Share Posted April 27, 2016 This is how I wanted to use the ruins eyecandy Quote Link to comment Share on other sites More sharing options...
wackyserious Posted April 27, 2016 Report Share Posted April 27, 2016 (Stables = Town phase structure) We can make the border horseman as a Town phase unit, make them trainable only at Stables 1 Quote Link to comment Share on other sites More sharing options...
niektb Posted April 27, 2016 Author Report Share Posted April 27, 2016 Ah, forgot to move the stable to the town phase The Border Horseman is already a Town Phase unit, but trainable at both the CC and the Stables. Should I remove it from the CC? Quote Link to comment Share on other sites More sharing options...
wackyserious Posted April 27, 2016 Report Share Posted April 27, 2016 (edited) Yeah, I think we should, to depict better historicity, since the Anglo-Saxons didn't fully relied on cavalry. (Some players may also start spamming cavalry at village phase, which is kinda lore breaking) Edited April 27, 2016 by wackyserious Quote Link to comment Share on other sites More sharing options...
Stan` Posted April 27, 2016 Report Share Posted April 27, 2016 @wackyserious I believe you experimented quite a bit with player color. Could you look at the anglo_struct and tell me why the cloth and banner don't work ? Quote Link to comment Share on other sites More sharing options...
wackyserious Posted April 27, 2016 Report Share Posted April 27, 2016 Where are the banners and cloth mapped at? I checked the structure texture and the only thing with transparency are the red colored things below. I'm not sure if the default player color caused it, I only asked Niek to tweak the allocated RGB in the .xml file Quote Link to comment Share on other sites More sharing options...
Stan` Posted April 27, 2016 Report Share Posted April 27, 2016 Mapped at the two bottom ones. Quote Link to comment Share on other sites More sharing options...
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