Lion.Kanzen Posted July 17, 2019 Author Report Share Posted July 17, 2019 wip... improving my low skills. 4 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 30, 2021 Author Report Share Posted March 30, 2021 Voy hacer un mod acerca de esto. Eyecandy stuff. I'm going to make a mod of interactive things for maps. 2 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 22, 2021 Author Report Share Posted October 22, 2021 (edited) I am going to design the final version of this. I lost the original. the photo of this is a kind of water supply in a town 64 km from the capital. This is exactly a "naciente". It is exactly my concept of water supply, since it is in a rural area, with almost no industrial technology, primitively molded by human beings, at most stones and concrete, wood, The rest is all natural and caused by mountain water. Edited October 22, 2021 by Lion.Kanzen 2 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 22, 2021 Author Report Share Posted October 22, 2021 (edited) @Stan` which is the standard for an in-game image, especially something the size of the storehouse. Edited October 22, 2021 by Lion.Kanzen 2 Quote Link to comment Share on other sites More sharing options...
Ceres Posted October 23, 2021 Report Share Posted October 23, 2021 Really nice and good idea to create something interactive. What exactly should the interaction be like? Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 23, 2021 Author Report Share Posted October 23, 2021 13 hours ago, Ceres said: Really nice and good idea to create something interactive. What exactly should the interaction be like? Create rural areas outside the cities with bonuses for farms. ( Hidden farmlands). I don't know if that's what you were asking. 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 24, 2021 Author Report Share Posted October 24, 2021 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 24, 2021 Author Report Share Posted October 24, 2021 (edited) Edited October 25, 2021 by Lion.Kanzen 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 25, 2021 Author Report Share Posted October 25, 2021 I still have to work on the texture, it is taking shape. 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 25, 2021 Author Report Share Posted October 25, 2021 (edited) low poly basic version. water supply.blend1 water supply.blend Edited October 25, 2021 by Lion.Kanzen 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 26, 2021 Author Report Share Posted October 26, 2021 (edited) Edited October 26, 2021 by Lion.Kanzen 3 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 26, 2021 Author Report Share Posted October 26, 2021 more ideas... aphoraes. 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 26, 2021 Author Report Share Posted October 26, 2021 (edited) Quote An abreuvoir is a watering trough, fountain, or other installed basin: originally intended to provide humans and/or animals at a rural or urban watering place with fresh drinking water. A watering trough (or artificial watering point) is a man-made or natural receptacle intended to provide drinking water to animals, livestock on farms or ranches or wild animals. Edited October 26, 2021 by Lion.Kanzen 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 26, 2021 Author Report Share Posted October 26, 2021 3 Quote Link to comment Share on other sites More sharing options...
Ceres Posted October 26, 2021 Report Share Posted October 26, 2021 Really cool stuff! And yes, you've answered my question about interaction (bonus), which I also like very much - thank you. 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 26, 2021 Author Report Share Posted October 26, 2021 7 hours ago, Ceres said: Really cool stuff! And yes, you've answered my question about interaction (bonus), which I also like very much - thank you. let's see what comes out of this idea. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 27, 2021 Author Report Share Posted October 27, 2021 (edited) water supply.blendwater supply.blend1 Edited October 27, 2021 by Lion.Kanzen 2 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 31, 2021 Author Report Share Posted October 31, 2021 I'm traveling again then I show them my discoveries. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 1, 2021 Author Report Share Posted November 1, 2021 (edited) now that I am home I will show you the photos. at least from water sources, for rural consumption. this is a "nascent" or "naciente" technically this Wikipedia translates as. this would be an aquifer. https://en.m.wikipedia.org/wiki/Spring_(hydrology). A spring may be the result of karst topography where surface water has infiltrated the Earth's surface (recharge area), becoming part of the area groundwater. The groundwater then travels through a network of cracks and fissures—openings ranging from intergranular spaces to large caves. The water eventually emerges from below the surface, in the form of a karst spring. The forcing of the spring to the surface can be the result of a confined aquifer in which the recharge area of the spring water table rests at a higher elevation than that of the outlet. Spring water forced to the surface by elevated sources are artesian wells. This is possible even if the outlet is in the form of a 300-foot-deep (91 m) cave. In this case the cave is used like a hose by the higher elevated recharge area of groundwater to exit through the lower elevation opening. Edited November 1, 2021 by Lion.Kanzen 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 24, 2021 Author Report Share Posted November 24, 2021 Quote yeah, actually is a good idea! I was thinking how I could do something about it. The only thing is : beyond some experimentations, I have pretty much zero experience, so I would appreciate some backing from people who have more knowledge either in coding and 3d modeling. But is a nice thing! I'll keep in mind and think some ideas to propose, in case @Radiotraining this post will help you. if you don't know how to do something, just look at the templates, I know it's hard for an artist to make templates. it is pure code, any modder will explain you how to add new things to your template. the first thing you should know is that there are 2 types of files. those that define the art and those that define the simulation of the object. 1 Quote Link to comment Share on other sites More sharing options...
Radiotraining Posted November 24, 2021 Report Share Posted November 24, 2021 (edited) Quote this post will help you. if you don't know how to do something, just look at the templates, I know it's hard for an artist to make templates. it is pure code, any modder will explain you how to add new things to your template. the first thing you should know is that there are 2 types of files. those that define the art and those that define the simulation of the object. Hey, thanks!! Yes, actually I managed to understand the basics here. If you go to my github (Here: https://github.com/stereotipo/millenniumad), I managed to: - create a new civ - create new customized buildings - add new/updated assets to the existing civs - add a special building with customized behaviour + extra techs I'm still at the beginning, but I got a general idea of the basic work. Mostly I simply copied pieces of code from existing projects, but I'm far from knowing how to properly code for example. Or troubleshoot some errors I may find. So yeah, I can maybe explain some of the basics and the logic behind. But only that. After that, for anything more complex, you'll find me here in the forum asking questions around! ehehe ps: btw thanks!! I was missing this thread here! Very useful as well! Edited November 24, 2021 by Radiotraining Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 24, 2021 Author Report Share Posted November 24, 2021 10 minutes ago, Radiotraining said: create new customized buildings they all depend on a template parent. i'll show you how to find out. 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 24, 2021 Author Report Share Posted November 24, 2021 You should already be familiar with this. 0 AD\binaries\data\mods\public\simulation\templates\structures the buildings are in the structures folder. folders are by initial faction names throughout the game. the names are not complete. instead of persians the folder is pers the first four letters of the name. For example, the Apadana building is a special building, each faction has a minimum of 2. the entity parent is template_structure_special. (notice xml extension is omitted in the name). that means that most of the entity code belongs to that file. this is the directory: \0 AD\binaries\data\mods\public\simulation\templates it all depends on what building you want to create. 1 Quote Link to comment Share on other sites More sharing options...
Radiotraining Posted November 24, 2021 Report Share Posted November 24, 2021 Awesome!! Great explanation!! We could definitely think to make it more easily available for everybody else! Since I'm working on the Millenium AD mod I can think to create some documentation from the work and the stuff I'm progressively learning! I think that some clear explanation of the file structure like this, could be very, very helpful to whoever wants to take a look into modding Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 24, 2021 Author Report Share Posted November 24, 2021 5 minutes ago, Radiotraining said: Awesome!! Great explanation!! We could definitely think to make it more easily available for everybody else! Since I'm working on the Millenium AD mod I can think to create some documentation from the work and the stuff I'm progressively learning! I think that some clear explanation of the file structure like this, could be very, very helpful to whoever wants to take a look into modding in this case always compare the parents with their versions of each faction. Quote Link to comment Share on other sites More sharing options...
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