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Ruins set


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@LordGood @Enrique @Lion.Kanzen

Ruins should come as set pieces and not as a whole entity, a person can then assemble ruins from the different pieces.

For example, the Lion Gate can be interpreted as something like this (Currently I only have 3 pieces, and not of good quality, textures are dependent on the roman_struct2.dds texture)

ruinsdemo.jpg

Set piece examples:

ruins.jpg

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17 minutes ago, wackyserious said:

Here's the my current .blend file

ruins.blend

I'm not in the computer... But you want use this for main game right?

I found the example of was thinking, temple ruins the stone looks very damaged.

abb.jpg

 

Yes  will be hard or may be not, I help you with this.

The colosseum have this waters spots.

 EOLZ2DY.jpg

Edited by Lion.Kanzen
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What about deteriorated/abandoned structures of the current period?

I used it in a modified version of Cycladic Archipelago to add abandoned structures on some parts of the islands. (On one of the matches, I managed to capture and garrison the tower before the AI started expanding, so when the AI colonized the island, the southern part of the island was under my control)

cityruins.jpg

cityruins2.jpg

Edited by wackyserious
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10 hours ago, roofridder said:

@Lion.Kanzen The pictures that you posted of those ruins and the coloseum are from now, 0ad takes place when they were not so much damaged and maybe just a few years destroyed. So a relatively 'new' ruin wouldnt be that strange.

You even thing the actual ruins are try to be preserved now than 300 years ago.

they are example, the ruins not need millenniums to be deteriorated. Even new building under construction can shoe this damage by water.

sorry for late reply.

This is more recent, a factory but look like...

20747435-old-abandoned-and-collapsed-fac

Edited by Lion.Kanzen
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17 minutes ago, wowgetoffyourcellphone said:

The current ruin objects are good start! :)

------

 

Burned out/destroyed versions of some buildings.

 

 

The ruins need have texture and  prop variety that depends by environment

desert dust, moss texturing by Britain weather, sea weather  damage ( by the marine salt).

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13 minutes ago, Lion.Kanzen said:

The ruins need have texture and  prop variety that depends by environment

desert dust, moss texturing by Britain weather, sea weather  damage ( by the marine salt).

Just make some with the different civ building textures. Persians Ptol and Carths textures would be good for desert, etc.

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On 29/4/2016 at 6:03 AM, wackyserious said:

What about deteriorated/abandoned structures of the current period?

I used it in a modified version of Cycladic Archipelago to add abandoned structures on some parts of the islands. (On one of the matches, I managed to capture and garrison the tower before the AI started expanding, so when the AI colonized the island, the southern part of the island was under my control)

cityruins2.jpg

It reminds me the ruins of cinematic of the first age of empires. Nostalgia factor :P

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And the reason they need that second UV map that AO stands for ambient occlusion that is the shadows from the ambient light falling on the object so even adding a brick to a mesh changes the shadows.There should lots of video tutorials on bakeing AO maps with blender on YouTube and IIRC Enrique posted one here on the forums a while ago:)

Enjoy the Choice :)

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