wackyserious Posted April 28, 2016 Report Share Posted April 28, 2016 @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) Set piece examples: 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 28, 2016 Report Share Posted April 28, 2016 You have good point, as modder that I'm... So you are right. This can be useful later for create a whole entity. I thank the texture need improved to look older, like was exposed by weather, to rains etc. Quote Link to comment Share on other sites More sharing options...
wackyserious Posted April 28, 2016 Author Report Share Posted April 28, 2016 (edited) Here's my current .blend file ruins.blend Edited April 28, 2016 by wackyserious Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 28, 2016 Report Share Posted April 28, 2016 (edited) 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. Yes will be hard or may be not, I help you with this. The colosseum have this waters spots. Edited April 28, 2016 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
wackyserious Posted April 28, 2016 Author Report Share Posted April 28, 2016 Yes, I also want the main game to have one, we will be using the ones above for Millennium AD to add ruins in game maps. I'm still thinking on how I can add details to the pieces, maybe adding a plane above the meshes and map moss/vine textures on it. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 28, 2016 Report Share Posted April 28, 2016 The moss/vine can work in variations. As you show this the normal structure later we can add more props. I found this idea about texture by scary stories. In Europe are "haunted"places like "abandoned abbeys". Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted April 28, 2016 Report Share Posted April 28, 2016 Make sure to have AO maps to make them fit with other structure. This is a great topic. 1 Quote Link to comment Share on other sites More sharing options...
roofridder Posted April 28, 2016 Report Share Posted April 28, 2016 @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. Quote Link to comment Share on other sites More sharing options...
LordGood Posted April 28, 2016 Report Share Posted April 28, 2016 Bronze age ruins would be 1-3k years old in classical and hellenistic times. Even early classical/archaic greek buildings would be 300-700 years old Unless properly kept or solidly built, they will be in pretty bad shape Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted April 28, 2016 Report Share Posted April 28, 2016 Bronze age (Minoans/Mycenaeans) end in 1100 BC. Classical Age starts at 500 BC (so, 600 years). But you are right, the ruins would still be pretty substantial and ruined. Quote Link to comment Share on other sites More sharing options...
wackyserious Posted April 29, 2016 Author Report Share Posted April 29, 2016 (edited) 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) Edited April 29, 2016 by wackyserious 4 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 29, 2016 Report Share Posted April 29, 2016 Must the same structure but missing roof, or texture stone more deteriorated. in 3D art of all games ( RTS, RPGs) aren't plenty examples only more in detailed games with high poly. 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 29, 2016 Report Share Posted April 29, 2016 (edited) 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... Edited April 29, 2016 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted May 3, 2016 Report Share Posted May 3, 2016 (edited) The current ruin objects are good start! Keep going with it. Ruined Greek temples. Ruined Persian temples. etc. Burned out/destroyed versions of some buildings. Don't forget AO maps. Edited May 3, 2016 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 3, 2016 Report Share Posted May 3, 2016 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). Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 3, 2016 Report Share Posted May 3, 2016 (edited) the other I by human interactivity in this case destroy, but even vandalism is realistic form, in Roman times they like using primitive graffiti with some connotations. Edited May 3, 2016 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted May 3, 2016 Report Share Posted May 3, 2016 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. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 3, 2016 Report Share Posted May 3, 2016 4 minutes ago, wowgetoffyourcellphone said: Just make some with the different civ building textures. Persians Ptol and Carths textures would be good for desert, etc. Yeah basically modding. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 3, 2016 Report Share Posted May 3, 2016 About Romans... And another graffiti cultures. 1 Quote Link to comment Share on other sites More sharing options...
av93 Posted May 3, 2016 Report Share Posted May 3, 2016 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) It reminds me the ruins of cinematic of the first age of empires. Nostalgia factor Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 3, 2016 Report Share Posted May 3, 2016 @av93 Spoiler Vale la pena verlo y esa música... It's nice to see that scene many times and that music... Quote Link to comment Share on other sites More sharing options...
wackyserious Posted May 4, 2016 Author Report Share Posted May 4, 2016 This happened when I added the Rome AO, normal and spec maps.. Also, why does my mesh have textures/faces inside it? Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted May 4, 2016 Report Share Posted May 4, 2016 (edited) AO maps need 2nd set of UVs exported with mesh. Also, each mesh need to generate its own AO map in Blender first. Edited May 4, 2016 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
wackyserious Posted May 4, 2016 Author Report Share Posted May 4, 2016 I'll have to read about that, I'm fairly new to 3d modeling.. Quote Link to comment Share on other sites More sharing options...
Loki1950 Posted May 4, 2016 Report Share Posted May 4, 2016 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 1 Quote Link to comment Share on other sites More sharing options...
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