niektb Posted April 25, 2014 Author Report Share Posted April 25, 2014 1. I was more thinking of a quiet lake in the middle of the forest, but waves could be added easily.2. Yes, I need to re-select all used texture, but I do not know which to pick. Hmm, dirt patches should be do-able.3. Let's see, now only quarries are placed (gold and stone). I think it is possible to add variations and non-quarry rocks (but I haven't looked to the code for quite a while.) Quote Link to comment Share on other sites More sharing options...
FeXoR Posted April 25, 2014 Report Share Posted April 25, 2014 (edited) The engine does not really support multiple water levels (though they can be set) AFAIK.At least it's not tested at all (and thought to be very buggy if used).Water (e.g. Waviness) can be set with the environment settings:http://trac.wildfiregames.com/wiki/Rmgen_Library#EnvironmentHelpers Edited April 25, 2014 by FeXoR 1 Quote Link to comment Share on other sites More sharing options...
shieldwolf23 Posted April 25, 2014 Report Share Posted April 25, 2014 @Hephaestion:My user.cfg contains this:splashscreenenable = "false"userreport.enabledversion = "0"userreport.id = "3346465565a4dc6f" How would I proceed on doing it? Sorry, I'm technically impaired. @niektb:On 3, yep, I have noticed that too. However, what I mean by "rocks" is the terrain you used for the rocky features. A little bit of variety on the rocky terrain would make wonders. Quote Link to comment Share on other sites More sharing options...
niektb Posted April 26, 2014 Author Report Share Posted April 26, 2014 (edited) C:\Users\JohnDoe\AppData\Roaming\0ad\configAt that place you should create a local.cfg in which you paste the prefered lines.Mine reads this:waterfoam = truewatercoastalwaves = truewatershadows = trueshowsky = true;;;;; EXPERIMENTAL ;;;;;; Prefer GLSL shaders over ARB shaders (not recommended). REQUIRES gentangents=true.preferglsl = true; Generate tangents for normal and parallax mapping. REQUIRES preferglsl=true.gentangents = true; Experimental probably-non-working GPU skinning support; requires preferglsl; use at own riskgpuskinning = false; Use smooth LOS interpolation; REQUIRES preferglsl=true.smoothlos = false; Use screen-space postprocessing filters (HDR, bloom, DOF, etc). Incompatible with fixed renderpath.postproc = truematerialmgr.quality = 10.03. Oh, you mean the roads! (roads? ) Okay, maybe I should remove them and use dirt patches instead. Edited April 26, 2014 by niektb Quote Link to comment Share on other sites More sharing options...
shieldwolf23 Posted April 26, 2014 Report Share Posted April 26, 2014 Oh, those were roads? At first, I thought those were roads, but 2 out of 3 random maps some of those roads are on top of inaccessible "hills/ mountains", so I thought they were rocks. Thank you too details on the cfg. Just got it copy and pasted. Quote Link to comment Share on other sites More sharing options...
niektb Posted April 27, 2014 Author Report Share Posted April 27, 2014 (edited) A small texturing update:TODO:- reduce the amount of pigs- change basetexture- Enhance Post Processing effects- Add additional eyecandy, especially near the lake- create dirtpatches Edited April 27, 2014 by niektb 4 Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted April 27, 2014 Report Share Posted April 27, 2014 This is coming along nicely. I like the aspect of the map where there are multiple "attack lanes" between the players. This is good map design. Good map design needs choke points, attack lanes, and sneaks, along with good placement of resources (food close to water and starting CCs, stone and wood a little ways away, metal farther away),and of course eye candy for aesthetics. As far as terrain textures go, mix in some large and medium areas of similar terrains, with areas of very patchy terrains. Especially in the "grassland" areas there can be larger areas of the same terrain, while nearer to the forests things get a lot patchier. 2 Quote Link to comment Share on other sites More sharing options...
Enrique Posted April 27, 2014 Report Share Posted April 27, 2014 I must say this map is already looking awesome. Good work. 2 Quote Link to comment Share on other sites More sharing options...
niektb Posted April 30, 2014 Author Report Share Posted April 30, 2014 (edited) Screeny!!! Can someone confirm that there are too many pigs in the field?schwarzwald3004.zip Edited April 30, 2014 by niektb 3 Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted April 30, 2014 Report Share Posted April 30, 2014 The fog is a bit irritating to have a nice overview in Atlas. But it probably works quite well in a zoomed-in game. Maybe the pigs should indeed be a bit less, and maybe other animals mixed with it (goats, boars, sheep ...). I do like this amount of animals, it makes cav a lot more useful, enforcing a different play style on this map. Can you also enlarge the default number of trees in a territory? It looks like every player starts with two trees, but I've seen maps where one of the players had to walk really long to get the next trees (see screenshot: 4 players, normal size, seed 7888). I think having trees available to gather 1000 wood inside its own territory would be nice (it doesn't have to be right next to the CC though). Some fish in the water would also be nice (as players on the water seem a bit disadvantaged now). But overall, a great map. 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted April 30, 2014 Report Share Posted April 30, 2014 @sanderd last time i went there (schwarzwald) it was a bit foggy but the sky was really cloudy is it achievable in the game. Also nieck would you some more forest ground textures ? I can make some using public domain textures Quote Link to comment Share on other sites More sharing options...
niektb Posted April 30, 2014 Author Report Share Posted April 30, 2014 Thanks for all those constructive feedback so far! Well, all those fog / post proc setting should undergo some fine tuning.Thing is that it is pretty hard to use much forest ground textures. In the open it doesn't look good and painting it only nearby forests is pretty hard, but I think I discovered something that would enable that. But my main focus is in the lake at first, since that is the worst looking part. Quote Link to comment Share on other sites More sharing options...
Stan` Posted April 30, 2014 Report Share Posted April 30, 2014 Do you need some kind of props like stones reeds et. ? Quote Link to comment Share on other sites More sharing options...
niektb Posted April 30, 2014 Author Report Share Posted April 30, 2014 (edited) Do you need some kind of props like stones reeds et. ?These are already available, but thank you.But certain eye candy is the main thing I want to improve. Edited April 30, 2014 by niektb Quote Link to comment Share on other sites More sharing options...
Stan` Posted April 30, 2014 Report Share Posted April 30, 2014 Tell me on the art task thread or in the PM Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted April 30, 2014 Report Share Posted April 30, 2014 When looking at images of lakes in the black forest (https://www.google.com/search?q=schwarzwald+see&source=lnms&tbm=isch&sa=X&ei=2g9hU7WdFMjZPPLbgNgM&ved=0CAYQ_AUoAQ&biw=1467&bih=733), it looks like the trees come a lot closer to the lake than in your version. That could already help a lot. Quote Link to comment Share on other sites More sharing options...
Radagast. Posted April 30, 2014 Report Share Posted April 30, 2014 I like the scenery and the roads with its nice herbs around its sides. If we imagine walking this road with the Hybrid AI in first view, how would it look? Thx for sharing. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 30, 2014 Report Share Posted April 30, 2014 Looks good for our Medieval Promo. Quote Link to comment Share on other sites More sharing options...
Radagast. Posted April 30, 2014 Report Share Posted April 30, 2014 (edited) Indeed. Let's put a wagon there with some jugglers and our rendered knight (with your textures) there. Then we have a nice setting. Also Robin Hood now should be test platform for Hybrid Hannibal AI. And Robin Hood could fit into the scenery too. Edited April 30, 2014 by Hephaestion 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 1, 2014 Report Share Posted May 1, 2014 (edited) We need a Robin hood model then. Moreover I ´d like to have some fat priests as bandits. We need a bandit faction. Edited May 1, 2014 by stanislas69 2 Quote Link to comment Share on other sites More sharing options...
shieldwolf23 Posted May 1, 2014 Report Share Posted May 1, 2014 Looking really good! I must agree though on sanderd's observation on having trees nearer the lake (not the whole lake mind you, but only part of the circle). I don't mind the fog though, it adds more ambience in the scenario. When do I get Robin Hood in my own 0 AD copy, Hephaestion? 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 4, 2014 Report Share Posted May 4, 2014 I want play with them for a mod? I can? Quote Link to comment Share on other sites More sharing options...
niektb Posted May 4, 2014 Author Report Share Posted May 4, 2014 I want play with them for a mod? I can?Yes, you can. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 4, 2014 Report Share Posted May 4, 2014 Yes, you can. but we can including in Aristeia or Mellenium? Quote Link to comment Share on other sites More sharing options...
niektb Posted May 24, 2014 Author Report Share Posted May 24, 2014 Can someone explain to me how the numbers work in CreateObjectGroups?var group = new SimpleGroup( [new SimpleObject(oFish, 2,3, 0,2)], false);createObjectGroups(group, 0, stayClasses(clWater, 0), scaleByMapSize(1000, 2000), 1000);Whatever value I use in the second last line, still almost none appear. Quote Link to comment Share on other sites More sharing options...
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