Lion.Kanzen Posted April 21, 2019 Report Share Posted April 21, 2019 if seen closely they have some presets in editor of Boom! engine AoE III and Online. http://aoe3.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=12,37705,,10 for example trading post and treasure were custom by some presets. (I'm not sure by now, I need check the editor) but have many complex things. 1 Quote Link to comment Share on other sites More sharing options...
Bigtiger Posted April 22, 2019 Author Report Share Posted April 22, 2019 20 hours ago, Monder87 said: I read that you want to add city building features to your mod, and i saw you now focus on graphic, if you are interested check my mod, i m developing the economy dimension of the game, maybe we can collaborate in the future. I would like to add more economy base buildings such as foundries which could generate metal, and maybe more passive generating resource buildings. Also game balancing isn't my best skill so most of what i'm currently working on for the mod is mostly experimental. There is alot that i'm still learning, but maybe we could collaborate in the future. On 4/20/2019 at 2:28 PM, JamesWright said: Is this out yet? Cause it looks dang good. Thanks, I thought I would have had this out last month, but I figured I release something more polished and less rushed so things are taking longer. This mod is also a project i'm doing on my free time so in one week things can move fast or come to a halt. 14 hours ago, JamesWright said: I know you said you did not want Templars and I know you were gonna do Polish, Baltics(Prussians, Estonians, Lithuania) but are going to do any Mongol factions or Russians or Swedish or even the Germans/Holy Roman Empire? More factions will be added, but which one's im not sure. At the moment three is all I can handle right now. 4 2 Quote Link to comment Share on other sites More sharing options...
JamesWright Posted April 22, 2019 Report Share Posted April 22, 2019 (edited) 3 hours ago, Bigtiger said: I would like to add more economy base buildings such as foundries which could generate metal, and maybe more passive generating resource buildings. Also game balancing isn't my best skill so most of what i'm currently working on for the mod is mostly experimental. There is alot that i'm still learning, but maybe we could collaborate in the future. Thanks, I thought I would have had this out last month, but I figured I release something more polished and less rushed so things are taking longer. This mod is also a project i'm doing on my free time so in one week things can move fast or come to a halt. More factions will be added, but which one's im not sure. At the moment three is all I can handle right now. Well I totally understand how hard it can be to do on the side, cause bleep happens and takes time away and you have done an amazing job for a free time activity. Thank you for answering my question and keep up the work I know for sure I can't do what you've done. Edited April 22, 2019 by JamesWright 1 Quote Link to comment Share on other sites More sharing options...
nani Posted April 22, 2019 Report Share Posted April 22, 2019 (edited) On 4/21/2019 at 7:16 AM, wackyserious said: @nani Do you think it is possible to generate aesthetic random maps by combining decals and other game objects? Would this cause performance issues, especially when you use decals? I have made this several years ago when I wanted to demonstrate a map making technique. I place my pre-made dioramas using game objects including decals in a blank map and copy paste and rearrange and rotate them in another one. That way I could achieve higher quality terrain details thanks to the alpha transparency provided by the decal mesh. I'm late to the discussion and seems stanislas69 and wowgetoffyourcellphone have said all there is to it for atlas (btw I didn't know about the copy/paste XML, seems cool) maybe a presets list can be added with relative ease as it would work similar to the copy/paste. Edited April 22, 2019 by nani 1 Quote Link to comment Share on other sites More sharing options...
Bigtiger Posted April 24, 2019 Author Report Share Posted April 24, 2019 More decals and a finished winter temperate biome. Spoiler Spoiler 8 4 Quote Link to comment Share on other sites More sharing options...
JamesWright Posted April 25, 2019 Report Share Posted April 25, 2019 1 hour ago, Bigtiger said: More decals and a finished winter temperate biome. Hide contents Hide contents Wow this is amazing hate to say it but this might beat the regular game!!! 2 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted April 25, 2019 Report Share Posted April 25, 2019 I like the edge decals, for better terrain transitions 2 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted April 25, 2019 Report Share Posted April 25, 2019 Dirt and gravel should be decal too.. Quote Link to comment Share on other sites More sharing options...
Stan` Posted April 25, 2019 Report Share Posted April 25, 2019 5 hours ago, JamesWright said: Wow this is amazing hate to say it but this might beat the regular game!!! Won't beat it when it's in the regular game 6 2 2 Quote Link to comment Share on other sites More sharing options...
Imarok Posted April 25, 2019 Report Share Posted April 25, 2019 On 4/21/2019 at 10:08 PM, wowgetoffyourcellphone said: I do this too. What we need is a true POG system (Premade Object Groups). Imagine in Atlas you go into POG mode and it loads a tiny "map" on which you can place objects. Then you save this grouping as a POG that is then added to a new sort in the object menu, which can now be placed in subsequent skirmish or scenario maps as one object (as if you're copying a pasting), or even extended to be placed by random map scripts too. Sounds like a nice feature. Could you create a ticket on trac? That's the first step to getting someone implementing it. 4 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted April 25, 2019 Report Share Posted April 25, 2019 @Bigtiger just in case: Millenium ad has an unit object wich is called "coif" that one is a "root - attachpoint" actor wich covers the head in several ways. Feel free to use it in your 13th century mod (i would upload the picture but for some reason i can't so check milleniumad ) Quote Link to comment Share on other sites More sharing options...
Bigtiger Posted April 25, 2019 Author Report Share Posted April 25, 2019 3 hours ago, Alexandermb said: just in case: Millenium ad has an unit object wich is called "coif" that one is a "root - attachpoint" actor wich covers the head in several ways. Feel free to use it in your 13th century mod (i would upload the picture but for some reason i can't so check milleniumad ) Thanks, I found them and they look really good. I'll test them to see how they work. I haven't had good results with attaching other meshed to root attachpoints on units . Quote Link to comment Share on other sites More sharing options...
Imarok Posted April 25, 2019 Report Share Posted April 25, 2019 13 hours ago, Imarok said: Sounds like a nice feature. Could you create a ticket on trac? That's the first step to getting someone implementing it. Ok, there already is already a ticket: 2824 Edit: 2645 also sounds quite similar. 1 Quote Link to comment Share on other sites More sharing options...
Bigtiger Posted May 3, 2019 Author Report Share Posted May 3, 2019 Little update on development progress. Spoiler 10 Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 3, 2019 Report Share Posted May 3, 2019 29 minutes ago, Bigtiger said: Little update on development progress. Nice ! I love the knights, you should probably add more geometry to the blade, or make the blade lighter Quote Link to comment Share on other sites More sharing options...
coworotel Posted May 3, 2019 Report Share Posted May 3, 2019 Might be relevant: https://www.reddit.com/r/history/comments/bjtgdd/what_was_going_on_in_13th_century/ Quote Link to comment Share on other sites More sharing options...
Bigtiger Posted May 3, 2019 Author Report Share Posted May 3, 2019 (edited) 1 hour ago, stanislas69 said: Nice ! I love the knights, you should probably add more geometry to the blade, or make the blade lighter Thanks, I'll try to improve them a bit more. 1 hour ago, coworotel said: Might be relevant: https://www.reddit.com/r/history/comments/bjtgdd/what_was_going_on_in_13th_century/ Helped me to get a better understanding of what was going on during this time of history. Thank you for the link. Edit: If you know of any other links that have similar topics please share. Edited May 3, 2019 by Bigtiger 1 Quote Link to comment Share on other sites More sharing options...
coworotel Posted May 3, 2019 Report Share Posted May 3, 2019 1 hour ago, Bigtiger said: Helped me to get a better understanding of what was going on during this time of history. Thank you for the link. Edit: If you know of any other links that have similar topics please share. No problem! The first thing I thought about when I saw the title of the topic was your mod 1 Quote Link to comment Share on other sites More sharing options...
LordGood Posted May 3, 2019 Report Share Posted May 3, 2019 Alternatively, normal maps and a square plane with alpha could both give complex polearms more definition and keep poly count way down, if you didnt want to put so many polys in. True geometry will look better but those curved edges might hit performance-wise, especially if they're fleshed out Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 3, 2019 Report Share Posted May 3, 2019 3 minutes ago, LordGood said: Alternatively, normal maps and a square plane with alpha could both give complex polearms more definition and keep poly count way down, if you didnt want to put so many polys in. True geometry will look better but those curved edges might hit performance-wise, especially if they're fleshed out True When I said make the edge lighter I meant the color, to create a contrast 1 Quote Link to comment Share on other sites More sharing options...
Bigtiger Posted May 3, 2019 Author Report Share Posted May 3, 2019 @stanislas69 @LordGood Each pole-arm is about 50-60 poly each. Not sure if that would hurt performance wise. Quote Link to comment Share on other sites More sharing options...
LordGood Posted May 3, 2019 Report Share Posted May 3, 2019 shouldnt, messy ngons just make me uncomfortable lol Quote Link to comment Share on other sites More sharing options...
Bigtiger Posted May 3, 2019 Author Report Share Posted May 3, 2019 (edited) 32 minutes ago, LordGood said: shouldnt, messy ngons just make me uncomfortable lol Haha got it, I touched them up a-little so it now has a smoother look...for a low poly. Edit: I got them down to 50-55 poly 1 hour ago, stanislas69 said: True When I said make the edge lighter I meant the color, to create a contrast Thanks Stanislas69, the lighter colour does make it contrast better. Spoiler Edited May 3, 2019 by Bigtiger 7 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted May 4, 2019 Report Share Posted May 4, 2019 What a tease.. Are you close to a release? 2 Quote Link to comment Share on other sites More sharing options...
Bigtiger Posted May 4, 2019 Author Report Share Posted May 4, 2019 30 minutes ago, wackyserious said: What a tease.. Are you close to a release? Things have moved quicker this week, but for a release i'm not sure when. I want two factions to be well balanced and the rest to be polished enough to be enjoyed by the community. One game-play change that is coming with the mod is taking away the ability to build walls. Walls will be built in with the maps, and walls are going to be at-least 5x-10x stronger. So how you use the castle is up to the player, but wooden palisades can still be built. example: Spoiler 4 3 Quote Link to comment Share on other sites More sharing options...
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