Bigtiger Posted March 31, 2019 Author Report Share Posted March 31, 2019 8 hours ago, Sturm said: First of all, congratulations on the excellent 3D modeling work. You really are an artist! However, let me also say that in the case of textures, the buildings seem to be ... I do not know if I can explain it well ... but they seem to be "too brand new" ... the buildings appear "not to fit" in the scenario... Maybe it's the colors, maybe they lack a bit of "dirt" on the walls or in the areas near the floor, more color variations Thank you Strum, The buildings being clean has a purpose to it. In this time period the Teutonic knights would have been building many new castles in the Baltic area from the 12th - 13th century which were mostly built with a red/orange colour brick. I could add some more details to add some ware, but i'm adding more ware to the Lithuanian, and Polish structures as they were settled in the area way before the Teutonic Order. Example of a Teutonic Order Castle: https://en.wikipedia.org/wiki/Malbork_Castle 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 31, 2019 Report Share Posted March 31, 2019 15 hours ago, Bigtiger said: Thanks, I'll send you a file with all their blender/textures files when they're all done. Did you have a chance to fix the berry bushes with @borg-'s comment on them not being filled enough ? 9 hours ago, Sturm said: First of all, congratulations on the excellent 3D modeling work. You really are an artist! However, let me also say that in the case of textures, the buildings seem to be ... I do not know if I can explain it well ... but they seem to be "too brand new" ... the buildings appear "not to fit" in the scenario... Maybe it's the colors, maybe they lack a bit of "dirt" on the walls or in the areas near the floor, more color variations... Regards, Sturm The buildings have a bit a cartoony look because of the texture saturation but I think the whole set looks lovely. The little stalls are a bit more detailed than the houses though so it might give an unbalanced feeling Quote Link to comment Share on other sites More sharing options...
JamesWright Posted April 2, 2019 Report Share Posted April 2, 2019 This looks like a good mod can't wait for it to be ready!!! 2 Quote Link to comment Share on other sites More sharing options...
Bigtiger Posted April 9, 2019 Author Report Share Posted April 9, 2019 Finished the temperate fora. Spoiler 15 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted April 9, 2019 Report Share Posted April 9, 2019 Thems cliffs are the hotness. 2 1 Quote Link to comment Share on other sites More sharing options...
JamesWright Posted April 10, 2019 Report Share Posted April 10, 2019 22 hours ago, Bigtiger said: Finished the temperate fora. Hide contents How do I Triple like! =) Nice work. 1 Quote Link to comment Share on other sites More sharing options...
Bigtiger Posted April 14, 2019 Author Report Share Posted April 14, 2019 Working on adding decals for more details on maps. Spoiler 10 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted April 14, 2019 Report Share Posted April 14, 2019 Please don't stop 1 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted April 14, 2019 Report Share Posted April 14, 2019 1 hour ago, Bigtiger said: Working on adding decals for more details on maps. Hide contents I was hoping that this would be implemented for the game. Thank you. What comes to my mind is a very old game (Sudden Strike 2) that has appealing terrain visuals crafted through terrain and decal interrelation. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted April 14, 2019 Report Share Posted April 14, 2019 Some more cliff types and some mountain tops and we got a stew going baby. 1 Quote Link to comment Share on other sites More sharing options...
Bigtiger Posted April 14, 2019 Author Report Share Posted April 14, 2019 2 minutes ago, wackyserious said: I was hoping that this would be implemented for the game. Thank you. What comes to my mind is a very old game (Sudden Strike 2) that has appealing terrain visuals crafted through terrain and decal interrelation I've been playing Sudden Strike 4 and the way they implement the details into their map terrain is beautiful and gives a realism feel. If that can be brought into 0A.D. we got a stew going! 1 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted April 14, 2019 Report Share Posted April 14, 2019 10 minutes ago, Bigtiger said: I've been playing Sudden Strike 4 and the way they implement the details into their map terrain is beautiful and gives a realism feel. If that can be brought into 0A.D. we got a stew going! True. I believe in this crusade.. 1 Quote Link to comment Share on other sites More sharing options...
Bigtiger Posted April 16, 2019 Author Report Share Posted April 16, 2019 Map made with decals. (1vs1) Spoiler Puddle Decals Spoiler 8 4 Quote Link to comment Share on other sites More sharing options...
Stan` Posted April 16, 2019 Report Share Posted April 16, 2019 Awesome man keep it up. Quote Link to comment Share on other sites More sharing options...
JamesWright Posted April 20, 2019 Report Share Posted April 20, 2019 (edited) Is this out yet? Cause it looks dang good. Edited April 20, 2019 by JamesWright 1 Quote Link to comment Share on other sites More sharing options...
Monder87 Posted April 21, 2019 Report Share Posted April 21, 2019 On 4/17/2019 at 3:39 AM, Bigtiger said: Map made with decals. (1vs1) Hide contents Puddle Decals Hide contents Amazing graphic!! Another level, sorry the ignorance, what is decals? Can someone explain how you achieved this effect? I wish to use it in my Economy Simulation Mod. Btw @Bigtiger 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. 3 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted April 21, 2019 Report Share Posted April 21, 2019 @Monder87 Decals are game objects which are formed using a flat mesh. Often, this 3D object is textured using terrain textures and are often used as bottom surface texture for other game objects such as trees, geological objects and structures. You could see it yourself in the Atlas map editor, it is found in the actor selection tab. 2 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted April 21, 2019 Report Share Posted April 21, 2019 @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. 3 Quote Link to comment Share on other sites More sharing options...
Monder87 Posted April 21, 2019 Report Share Posted April 21, 2019 5 hours ago, wackyserious said: @Monder87 Decals are game objects which are formed using a flat mesh. Often, this 3D object is textured using terrain textures and are often used as bottom surface texture for other game objects such as trees, geological objects and structures. You could see it yourself in the Atlas map editor, it is found in the actor selection tab. thanks @wackyserious! 2 Quote Link to comment Share on other sites More sharing options...
JamesWright Posted April 21, 2019 Report Share Posted April 21, 2019 @Bigtiger 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? 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted April 21, 2019 Report Share Posted April 21, 2019 14 hours ago, wackyserious said: 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. 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. 5 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted April 21, 2019 Report Share Posted April 21, 2019 15 hours ago, wackyserious said: 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. 2 Quote Link to comment Share on other sites More sharing options...
Stan` Posted April 21, 2019 Report Share Posted April 21, 2019 What if I told you... You can do it manually for now ? Copy pasting Actors in atlas puts XML code in your clipboard. Instead of Ctrl+V in atlas do so in a text editor and save the file as your pog-group.xml somewhere. Then whenever you need it open the file select all and Ctrl + C Then you can Ctrl+v in atlas If someone wants to implement it just saving XML from clipboard and allowing someone to reload it would work. 2 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted April 21, 2019 Report Share Posted April 21, 2019 (edited) 4 minutes ago, stanislas69 said: What if I told you... You can do it manually for now ? Copy pasting Actors in atlas puts XML code in your clipboard. Instead of Ctrl+V in atlas do so in a text editor and save the file as your pog-group.xml somewhere. Then whenever you need it open the file select all and Ctrl + C Then you can Ctrl+v in atlas Yeah, I know. But much better for end user to make it an Atlas feature. One can also make a "POG" map where they paste all their cool little scenes, and then keep that open as a second Atlas instance and then copy and paste the little scenes over. But like I said, my "dream" system would probably be a lot better for the standard user (ie, 90% of people). lol Edited April 21, 2019 by wowgetoffyourcellphone 2 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted April 21, 2019 Report Share Posted April 21, 2019 19 minutes ago, stanislas69 said: If someone wants to implement it just saving XML from clipboard and allowing someone to reload it would work. That's essentially what it would do, but with a UI (which is probs the hard part). 2 Quote Link to comment Share on other sites More sharing options...
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