IPB Style© Fisana

Jump to content


My Creations


  • Please log in to reply
44 replies to this topic

#1 KayEhn

KayEhn

  • Community Members
    Pip

  • Discens
    (62 posts)

Posted 04 April 2012 - 11:26 PM

-Just a topic for posting whatever/ however many pictures you want of various creations, whether it be cities, battles, ect.-

Posted Image

Edited by KayEhn, 04 April 2012 - 11:38 PM.

-KayEhn, everywhere-

#2 KayEhn

KayEhn

  • Community Members
    Pip

  • Discens
    (62 posts)

Posted 04 April 2012 - 11:39 PM

Posted Image

Posted Image
-KayEhn, everywhere-

#3 Mythos_Ruler

Mythos_Ruler

  • 0 A.D. Project Leader

  • Megas Philhellene
    (13,798 posts)

Posted 04 April 2012 - 11:52 PM

Hey, not bad. I like the dock you made for the Carthaginian trireme and the wooden elephant pen.
Michael D. Hafer [aka Mythos_Ruler]

Wildfire Games Project Leader
Contact me: michaeldhafer[at]gmail.com
Support Wildfire Games!


0 A.D.

#4 KayEhn

KayEhn

  • Community Members
    Pip

  • Discens
    (62 posts)

Posted 05 April 2012 - 12:38 AM

View PostLion.Kanzen, on 05 April 2012 - 12:05 AM, said:

beautiful, you make it in a specific map?

Off of the Migration variation...played with it a little.

Posted Image




-If you look closely, you'll find that i found a way to put a ballista onto a ship :D
-KayEhn, everywhere-

#5 KayEhn

KayEhn

  • Community Members
    Pip

  • Discens
    (62 posts)

Posted 05 April 2012 - 02:59 AM




-Overview of a three-city Celtic region.


-Overview of the main city.
-KayEhn, everywhere-

#6 Mythos_Ruler

Mythos_Ruler

  • 0 A.D. Project Leader

  • Megas Philhellene
    (13,798 posts)

Posted 05 April 2012 - 04:24 AM

You'll be able to use these new Celt walls soon. :)

Attached Thumbnails

  • Attached Image: new celt walls.jpg

Michael D. Hafer [aka Mythos_Ruler]

Wildfire Games Project Leader
Contact me: michaeldhafer[at]gmail.com
Support Wildfire Games!


0 A.D.

#7 Afronaut

Afronaut

  • Community Members
    Pip

  • Discens
    (16 posts)

Posted 05 April 2012 - 07:07 AM

Awesome! Good job on the ballista on the boat as well
Also those Celtic walls are sexy :banana:

Edited by Afronaut, 05 April 2012 - 07:08 AM.


#8 FeXoR

FeXoR

  • Community Members
    PipPipPipPipPip

  • Centurio
    (660 posts)

Posted 05 April 2012 - 09:11 AM

View PostMythos_Ruler, on 05 April 2012 - 04:24 AM, said:

You'll be able to use these new Celt walls soon. :)

Very nice! :ok:
Posted Image Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)

#9 KayEhn

KayEhn

  • Community Members
    Pip

  • Discens
    (62 posts)

Posted 05 April 2012 - 01:29 PM

View PostMythos_Ruler, on 05 April 2012 - 04:24 AM, said:

You'll be able to use these new Celt walls soon. :)

Those look amazing. New favorite walls :D

EDIT: And i just noticed the javelinist in the tower...do tell?

Edited by KayEhn, 05 April 2012 - 01:30 PM.

-KayEhn, everywhere-

#10 Mythos_Ruler

Mythos_Ruler

  • 0 A.D. Project Leader

  • Megas Philhellene
    (13,798 posts)

Posted 05 April 2012 - 04:47 PM

View PostKayEhn, on 05 April 2012 - 01:29 PM, said:

EDIT: And i just noticed the javelinist in the tower...do tell?

He's just a prop. He's always been there.
Michael D. Hafer [aka Mythos_Ruler]

Wildfire Games Project Leader
Contact me: michaeldhafer[at]gmail.com
Support Wildfire Games!


0 A.D.

#11 KayEhn

KayEhn

  • Community Members
    Pip

  • Discens
    (62 posts)

Posted 05 April 2012 - 11:06 PM

View PostMythos_Ruler, on 05 April 2012 - 04:47 PM, said:

He's just a prop. He's always been there.

;.;
-KayEhn, everywhere-

#12 KayEhn

KayEhn

  • Community Members
    Pip

  • Discens
    (62 posts)

Posted 06 April 2012 - 02:33 AM

Posted Image

-Just a rough outline of the Spartan/Greek side of the Battle of Thermopylae...anything to suggest, please do so. Especially on the cliffs, as i am at a loss of what to do on the tops of them.
-KayEhn, everywhere-

#13 quantumstate

quantumstate

  • WFG Programming Team

  • Primus Pilus
    (1,072 posts)

Posted 06 April 2012 - 01:31 PM

View PostKayEhn, on 06 April 2012 - 02:33 AM, said:

-Just a rough outline of the Spartan/Greek side of the Battle of Thermopylae...anything to suggest, please do so. Especially on the cliffs, as i am at a loss of what to do on the tops of them.

I have collected a few references from around the web and put them below, (lots of pictures so they are in a spoiler). To get extra height you can lower the entire map to the lowest possible and then add a bit of height to land areas. By default the terrain seems to start about halfway up so you gain a lot of range this way.

If you look at my references you see that the area is pretty bumpy and forested, so you should definitely avoid creating a plateau like you have now. Cliff don't need to be as high are you have made them and they can be less steep as well, this will improve the look of the texture since it is less stretched.

I made a rough mockup to see what might be possible, a screenshot is in the spolier. Some things I found were that the Mediterranean rock, shrub grass combinations work nicely for the kind of cliffs in the area, I also added some bushes to the slopes. There are lots of trees in the references. Though be a bit careful since too many trees cause issues, if you can use actors instead of entities on the inaccessible areas this will help. I found setting the suns angle to be fairly low helped to see the shape of the land much better, it is easy to experiment to find something that works well once you have a few basic hills on the map. I did all of the shaping first, then went and textured the area and then added trees and bushes, this helps make everything look natural since you can put cliff texture on the steepest bits etc.

Spoiler

Jonathan Waller [ aka quantumstate ]

Wildfire Games AI Scripter
Contact me: jonathanmarkwaller at gmail dot com


Support Wildfire Games!


#14 KayEhn

KayEhn

  • Community Members
    Pip

  • Discens
    (62 posts)

Posted 06 April 2012 - 01:39 PM

[quote name='quantumstate' timestamp='1333719101' post='237487']
I have collected a few references from around the web and put them below, (lots of pictures so they are in a spoiler). To get extra height you can lower the entire map to the lowest possible and then add a bit of height to land areas. By default the terrain seems to start about halfway up so you gain a lot of range this way.

If you look at my references you see that the area is pretty bumpy and forested, so you should definitely avoid creating a plateau like you have now. Cliff don't need to be as high are you have made them and they can be less steep as well, this will improve the look of the texture since it is less stretched.

I made a rough mockup to see what might be possible, a screenshot is in the spolier. Some things I found were that the Mediterranean rock, shrub grass combinations work nicely for the kind of cliffs in the area, I also added some bushes to the slopes. There are lots of trees in the references. Though be a bit careful since too many trees cause issues, if you can use actors instead of entities on the inaccessible areas this will help. I found setting the suns angle to be fairly low helped to see the shape of the land much better, it is easy to experiment to find something that works well once you have a few basic hills on the map. I did all of the shaping first, then went and textured the area and then added trees and bushes, this helps make everything look natural since you can put cliff texture on the steepest bits etc.


-Okay, thank you very much! I will get to work on it once i have time!
-KayEhn, everywhere-

#15 KayEhn

KayEhn

  • Community Members
    Pip

  • Discens
    (62 posts)

Posted 07 April 2012 - 09:41 PM

Posted Image

-Okay, so here's what i have so far for the hills...and the mud line is where the coastline will be. Any suggestions on the texture to use?
-KayEhn, everywhere-

#16 KayEhn

KayEhn

  • Community Members
    Pip

  • Discens
    (62 posts)

Posted 07 April 2012 - 09:51 PM

Posted Image

Aaaaand after adding a little more...
-KayEhn, everywhere-

#17 quantumstate

quantumstate

  • WFG Programming Team

  • Primus Pilus
    (1,072 posts)

Posted 08 April 2012 - 08:37 AM

That is looking pretty nice.

Jonathan Waller [ aka quantumstate ]

Wildfire Games AI Scripter
Contact me: jonathanmarkwaller at gmail dot com


Support Wildfire Games!


#18 Geek377

Geek377

  • Web Development Team

  • Primus Pilus
    (1,718 posts)

Posted 08 April 2012 - 08:11 PM

You could add a Persian camp on the other side along the coastline. Nothing much, just maybe some forts and lots of docks :)
More stuff for the Greeks to destroy. But realistically speaking, there should alot more Persians than Greeks.
The Geek [ aka Geek377]
Wildfire Games Webmaster
Contact me: Posted Image Posted Image

#19 KayEhn

KayEhn

  • Community Members
    Pip

  • Discens
    (62 posts)

Posted 08 April 2012 - 09:37 PM

View PostGeek377, on 08 April 2012 - 08:11 PM, said:

You could add a Persian camp on the other side along the coastline. Nothing much, just maybe some forts and lots of docks :)
More stuff for the Greeks to destroy. But realistically speaking, there should alot more Persians than Greeks.

Oh, i know. I'm still in the land-shaping phase, but thanks :) I shall keep that in mind.
-KayEhn, everywhere-

#20 KayEhn

KayEhn

  • Community Members
    Pip

  • Discens
    (62 posts)

Posted 08 April 2012 - 10:04 PM

Posted Image

-Update of what it now looks like

Posted Image

-This is what the path looks like...


and any clue how to make trees that aren't animated/ don't take up animation space and make the game lag?
-KayEhn, everywhere-




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users