Specific units are given a variety of different battle formations that the player can switch between based on his strategy. Some are more protective, others allow for better movement etc.
The campaign will be as historically accurate as possible, taking into account the general gameplay and the enjoyment factor. With the tools included with 0 A.D., however, the user will be given the opportunity to create whatever he likes. This game was created by modders for modders, and we've taken great lengths to ensure that the game is easy to design for.
Thank you. :) I was a bit disappointed when I noticed the white margin that kept me from keeping that logo in line with the header, and that I couldn't just throw in a style tag to get rid of it, but it still looks alright.
When asked for a screenshot of a realistically-sized battle for one of our monthly screenshots, we came up with this: Moddb.com
It did take some convincing on my part to get us up here, mainly because we had a class of college students coming in to help out and we didn't want this to clash with that, so now that the ball is rolling over there, it felt appropriate to plunge into this community.
Well, like I said, it's based on how quickly we finish off the art that remains (specifically that which remains for the Carthaginians and Iberians), and how quickly our programming department is able to weed out remaining bugs and successfully port the tools to Mac OS.
I'll be honest, the texture is really what holds this back from being an awesome looking weapon. You've got a great start, but what it really needs is some attention to detail. The wood needs to be darker, and you should take the burn tool and darken the bottom of the wooden shaft near the metal cap fading up. For the edges of the metal parts (including the blade's tip), you need to take a really small grunge brush (or a 1px brush if you want to be really detailed) and paint highlights along the edges, scratching it on the blade's edges.
Specific units are given a variety of different battle formations that the player can switch between based on his strategy. Some are more protective, others allow for better movement etc.
It seems that Michael posts whatever he deems worthy on here. This screenshot displays some of our new desert terrains and foliage.
I'd been bugging about it for a while, but we were waiting on some things to get going before we dove into something new.
The campaign will be as historically accurate as possible, taking into account the general gameplay and the enjoyment factor. With the tools included with 0 A.D., however, the user will be given the opportunity to create whatever he likes. This game was created by modders for modders, and we've taken great lengths to ensure that the game is easy to design for.
Ah, perfect. Thanks.
Thank you. :) I was a bit disappointed when I noticed the white margin that kept me from keeping that logo in line with the header, and that I couldn't just throw in a style tag to get rid of it, but it still looks alright.
When asked for a screenshot of a realistically-sized battle for one of our monthly screenshots, we came up with this: Moddb.com
It did take some convincing on my part to get us up here, mainly because we had a class of college students coming in to help out and we didn't want this to clash with that, so now that the ball is rolling over there, it felt appropriate to plunge into this community.
Well, like I said, it's based on how quickly we finish off the art that remains (specifically that which remains for the Carthaginians and Iberians), and how quickly our programming department is able to weed out remaining bugs and successfully port the tools to Mac OS.
Sorry I didn't get a chance to upload here. Most AoM mods and scenarios can be found at the Age of Mythology Heaven Downloads Center.
Good to see this finally coming together. That guy does move a tad fast though. :)
Well that sounds like a bucket of fun doesn't it.
Damn, that photo with the model Big Daddy is pretty neat. I wish I had the moolah to go.
That fire is delicious.
If only it wasn't so goddamn expensive. I'm only some 30 miles away.
Oh, I didn't realize it was 2.5D.. just read some stuff. But still, the renders are excellent.
Oh my god, this is the most realistic game world I've ever seen... ever. Even in commercial games. Well done guys.
I'll be honest, the texture is really what holds this back from being an awesome looking weapon. You've got a great start, but what it really needs is some attention to detail. The wood needs to be darker, and you should take the burn tool and darken the bottom of the wooden shaft near the metal cap fading up. For the edges of the metal parts (including the blade's tip), you need to take a really small grunge brush (or a 1px brush if you want to be really detailed) and paint highlights along the edges, scratching it on the blade's edges.
Hope that helps.
Alright. Make a news post when you do. I'll be sure to see it that way. Thanks. :)
It's what I do.
Most texture artists end up modeling as well, but starting both at the same time is tough.
Is that all? I spot a 26-sided poly. But as Maty said, doesn't really matter.
"you're just going to end up like this guy"
Hey, he stole my name!
Aspyr claims to be in the alpha stages of testing ETQW for Macs, so maybe the game will be out in time to port this mod?
"and hopefully mac"
Please look into that. :)
Someone is an amazing modeler.
I dunno how well it would really drive with those spikes in the wheels, lol. Nice work on this though.
The gear stick looks a little bit too small.
That's awesome. Lol.
It's probably because the interface is brighter and more user-friendly. A lot of people are turned off by a darker-themed website.
Well is Garrysmod was out for Macs, I would.
Well wait, does it require DirectX?