Stan` Posted January 17, 2019 Report Share Posted January 17, 2019 Use the texture sail_blank_nettinh_new.png file. To add the old patterns open an old texture in gimp as a layer. Click add mask (select alpha channel) copy the mask. Past it as a mask for the new texture. In case it appears black in the game add another layer filled with full white below the sail layer and set the opacity to 2% 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted January 17, 2019 Author Report Share Posted January 17, 2019 (edited) increased persian bireme ship size for match the other bireme ships: Spoiler Added variant's files for the oars and shields of every ship for a cleanear actor files: Spoiler renamed skeletons for a better organization. Spoiler moved ao textures to ao folder. File: Ships_Update.zip Edited January 17, 2019 by Alexandermb It was supposed to be posted a few hours ago but i was looking netflix 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted January 17, 2019 Author Report Share Posted January 17, 2019 Pers sails: Get ready to remove unused dds files Edit: Updated sails.Files:Ships_Update.7z Spoiler Retrieved some hellenic symbols from very old sails: Spoiler 2 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 18, 2019 Report Share Posted January 18, 2019 Awesome work as always. I'll have a look at the zip file Feeling like doing the Kush bireme ? dont forget to upload the source files Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted January 18, 2019 Author Report Share Posted January 18, 2019 7 hours ago, stanislas69 said: Awesome work as always. I'll have a look at the zip file dont forget to upload the source files i have the source files like this: 1.3GB Spoiler i should compress them as much as i can erasing texture files and leaving only low-high poly meshes with materials. Spoiler Feeling like doing the Kush bireme ? What needs the kush bireme? @Sundiata tagged me somewhere for that too but lost the topic in the notifications. Edit: 1 mistake found on the files: Pers sails used old sufix _c _a and didn't saved the xml file after rename the files to _1 _2 following the other's sails schema. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted January 18, 2019 Author Report Share Posted January 18, 2019 @stanislas69 i was thinking on make variant files for the sail textures for factions, because the merchant ships use old sails but could be reduced a lot of copy pasta of variants making one single file with the texture variants. Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 18, 2019 Report Share Posted January 18, 2019 2 hours ago, Alexandermb said: @stanislas69 i was thinking on make variant files for the sail textures for factions, because the merchant ships use old sails but could be reduced a lot of copy pasta of variants making one single file with the texture variants. Sure that's the point of variants. Reducing duplications. Quote Link to comment Share on other sites More sharing options...
Sundiata Posted January 18, 2019 Report Share Posted January 18, 2019 (edited) @Alexandermb, basically this: It's a New Kingdom Egyptian ship from Kush, depicted in the Theban tomb of the viceroy of Kush, Huy. the Kushite version doesn't need to be so bombastic though. It's a bit difficult. Not many depictions of boats or ships have survived from Napatan and Meroitic period Kush, and those that have are pretty crude. I'll share most of what I have here anyway. But you can clearly see the strong similarity with New Kingdom vessels. Therefore I'd suggest to use that New Kingdom reference depicting the arrival of Huy's ships at the court of the pharaoh. Huy was the vizier of Kush at the time, and his ships brought tribute from the south. There is little reason to think ships changed dramatically during the Napatan or even Meroitic period. The Late Egyptian Saite Dynasty also continued to use the traditional Egyptian ships. So forgive me if it's all a little speculative, but it would be a lot better than a Hellenistic Bireme. Not saying that Biremes were totally impossible, just very improbable. We also know of the importance of the Kushite navy from the following words, attested in Napatan and Meroitic inscriptions. Unfortunately there's no actual descriptions of the boats. P3 tsy3 n p3 mw: lord of the water, officer of the fleet [?] Mr ms’ n p3 mw: general of the water Pelmos atolise : startegus of the water (Meroitic) Skd : sailor Dmi, d3y, tyme : town, harbour Mryt : harbour Shry : boat, ship, fleet ‘h’ : boat, ship, fleet d3y : river boat Mhn : ferry Wtn, wi3 : barque Primary refs: Spoiler The earliest depiction of a Nile Valley boat is actually from Northern Sudan and dates to the Neolithic or Paleolithic, if I remember correctly. The Qustul incense burner is famous for one of the earliest depictions of the "White Crown of Upper Egypt", and actually belongs to the Lower Nubian A-Group culture (proto-Kushite). It also depicts 3 Nile Boats. This is probably the clearest depiction of a uniquely Kushite vessel. Also interesting... Other petroglyphs and graffito Funerary barges : Huy's ships, the clearest reference of what I believe some Kushite ships looked like: Edited January 18, 2019 by Sundiata 2 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted January 18, 2019 Author Report Share Posted January 18, 2019 3 hours ago, Sundiata said: @Alexandermb, basically this: base of the ship could be wood as others but those decorations and structures in the deck should be wood too or use the kush structure texture? Quote Link to comment Share on other sites More sharing options...
Sundiata Posted January 18, 2019 Report Share Posted January 18, 2019 11 minutes ago, Alexandermb said: base of the ship could be wood as others but those decorations and structures in the deck should be wood too or use the kush structure texture? Do you mean this one? Because now that you mention it, those scenes look similar enough to the reference... Interesting idea... Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 19, 2019 Report Share Posted January 19, 2019 pers_ship sail textures missing Weird texturing on mace_ship_bireme Need more variations on the cart shields More variations on roman shields Copy pasta for sail textures helenistic and some others cart bireme + quinquereme + trireme sails messed up indent. Install vscode and the xml plugin and just forget about indent all together:) Or just use my new Actor Editor, and open and save the file. Messed up indent macedonian_trireme No need for two groups when there is only one variant I believe you could use variants more ex <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <float/> <group> <variant name="Trireme Sail"> <animations> <animation file="other/main_sail_idle.dae" name="idle" speed="100"/> <animation file="other/main_sail_move.dae" name="Walk" speed="10"/> </animations> <mesh>props/rome_trireme_main_sail.dae</mesh> </variant> </group> <group> <variant frequency="1" name="sail-spqr"> <textures> <texture file="props/rome_sail_1.png" name="baseTex"/> <texture file="props/sail_norm_1.png" name="normTex"/> <texture file="props/sail_spec_1.png" name="specTex"/> </textures> </variant> </group> <material>player_trans_parallax_spec.xml</material> </actor> could be <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <float/> <group> <variant name="Trireme Sail"> <animations> <animation file="other/main_sail_idle.dae" name="idle" speed="100"/> <animation file="other/main_sail_move.dae" name="Walk" speed="10"/> </animations> <mesh>props/rome_trireme_main_sail.dae</mesh> <textures> <texture file="props/rome_sail_1.png" name="baseTex"/> <texture file="props/sail_norm_1.png" name="normTex"/> <texture file="props/sail_spec_1.png" name="specTex"/> </textures> </variant> </group> <material>player_trans_parallax_spec.xml</material> </actor> NICE WORK. Keep it up. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted January 19, 2019 Author Report Share Posted January 19, 2019 @stanislas69 by variants on shields you mean variated or one shield texture for every ship ? Same texture per variant: Spoiler Variated: Spoiler Downloaded visual studio Also want to add more variation on rome sails, rather than just one @Sundiata any thoughts on rome sail symbols? Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 19, 2019 Report Share Posted January 19, 2019 For some reason, the "Same texture per variant" looks nicer, even though it's more repetitive. For the weird texturing the wood lateral pane looking bland, it nicer with little planks. I mean this: Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted January 19, 2019 Author Report Share Posted January 19, 2019 @stanislas69 like this? Spoiler Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 19, 2019 Report Share Posted January 19, 2019 Yep Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted January 19, 2019 Author Report Share Posted January 19, 2019 31 minutes ago, stanislas69 said: Yep should i do the same for rome_bireme? Spoiler Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 19, 2019 Report Share Posted January 19, 2019 Would be nice as well Quote Link to comment Share on other sites More sharing options...
Sundiata Posted January 19, 2019 Report Share Posted January 19, 2019 @Alexandermb, Perhaps deifferent variations of the SPQR, especially with the eagle. Nothing screams Roman like an eagle... Maybe a pegasus? Maybe some of the symbols of the Roman legions? Romulus and Remus suckling from the wolf? If you like any of the examples below, you can let me know and I'll make an outline for you. Spoiler 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted January 19, 2019 Author Report Share Posted January 19, 2019 30 minutes ago, Sundiata said: @Alexandermb, Perhaps deifferent variations of the SPQR, especially with the eagle. Nothing screams Roman like an eagle... Maybe a pegasus? Maybe some of the symbols of the Roman legions? Romulus and Remus suckling from the wolf? If you like any of the examples below, you can let me know and I'll make an outline for you. Hide contents I Would like any variation as possible if it match the current timeframe. Quote Link to comment Share on other sites More sharing options...
Sundiata Posted January 19, 2019 Report Share Posted January 19, 2019 2 minutes ago, Alexandermb said: I Would like any variation as possible if it match the current timeframe. I'll try to get it done in the following days Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted January 19, 2019 Author Report Share Posted January 19, 2019 Update: Updated textures as mentioned before: Spoiler Added variation on shields (Rome, Carthaginian) Spoiler Used visual studio to fix indents. Files:Ships_Update.7z 2 Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 19, 2019 Report Share Posted January 19, 2019 @Alexandermb Missing file 'art/variants/others/ships/kart_quinquereme_shields.xml' referenced by: 'Ships_Update/art/actors/structures/carthaginians/quinquereme.xml', 'Ships_Update/art/actors/structures/carthaginians/quinquereme.xml' Trireme blanked messed up indent Trireme_Shields messed up indent (Macedonians) Rome bridge messed up indent Incorrect xml there is an extra </variant> <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <float/> <group> <variant file="others/ships/rome_fore_sail_base.xml" name="Trireme Sail"> <mesh>props/rome_trireme_fore_sail.dae</mesh> </variant> <textures> <texture file="props/sail_blank_netting_new.png" name="baseTex"/> <texture file="props/sail_norm_1.png" name="normTex"/> <texture file="props/sail_spec_1.png" name="specTex"/> </textures> </variant> </group> <material>player_trans_parallax_spec.xml</material> </actor> <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <float/> <group> <variant file="others/ships/rome_fore_sail_base.xml" name="Trireme Sail"> <mesh>props/rome_trireme_fore_sail.dae</mesh> <textures> <texture file="props/sail_blank_netting_new.png" name="baseTex"/> <texture file="props/sail_norm_1.png" name="normTex"/> <texture file="props/sail_spec_1.png" name="specTex"/> </textures> </variant> </group> <material>player_trans_parallax_spec.xml</material> </actor> Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted January 19, 2019 Author Report Share Posted January 19, 2019 1 hour ago, stanislas69 said: Missing file 'art/variants/others/ships/kart_quinquereme_shields.xml' referenced by: 'Ships_Update/art/actors/structures/carthaginians/quinquereme.xml', 'Ships_Update/art/actors/structures/carthaginians/quinquereme.xml' Trireme blanked messed up indent Trireme_Shields messed up indent (Macedonians) Rome bridge messed up indent Incorrect xml there is an extra </variant> Fixed mentioned bugs: Added Cart_Quinquereme shield variations Spoiler Uploaded file:Ships_Update.7z 3 Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 19, 2019 Report Share Posted January 19, 2019 Can't wait for them to be in the game You have so much stuff to commit (And I therefore so much stuff to review) Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted January 19, 2019 Author Report Share Posted January 19, 2019 @Sundiata something like this? oars would be useless or unused since reference shows oarsmen using them in deck and not under deck, so we will have literally "Ghost oars" Flying. Spoiler 1 Quote Link to comment Share on other sites More sharing options...
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