eldrone

eldrone

Joined Member # 3629761
2 Posts 30 Replies 457 Reputation

[quote who="Kalin" reply="35" id="2771615"]Your work is nice, but I wanted to point out 3 problems: 1: Time. There are tons of characters in game, not just sovereigns, but champions, basic units, etc. If you're talking about detail painted info cards that takes 1 hour tops, I will point out that I can generate the card in .05 seconds on unit creation. [/quote] Just new fixed up models and head textures, I'm talking about having realtime artwork with quality that represent a

45 Replies 135,319 Views

[quote who="rossanderson48" reply="74" id="2769977"] Some people like SP; some like MP; some like both; Let me fix that for you: MOST people like SP, a HANDFUL like MP and a FEW like both. It's been proven time and time again the majority of gamers out here prefer SP games. Why the MP crowd acts like they matter is just a laugh and shows their level of IQ. MP brings the riff raff onto the forums and even in the games. Cheating and griefing abound online. Why I've see

78 Replies 203,411 Views

The problem is people trying to judge the situation according to the belief that multiplayer and singleplayer are two different games. I bet there's even some guy out there who gets angry that they're wasting time fixing memory leaks he is not getting.

78 Replies 203,411 Views

[quote who="AlixeniusTheGreat" reply="20" id="2762692"]Lol, true enough, multiplayer has been around for quite a while, but until recent days multiplayer meant playing with a friend in the same room or over a LAN. I'm talking online infrastructure multiplayer, which has surfaced only recently. Developers realized that they could make people pay for this coveted resource, and thus figured they could make people pay for more than that too, they could remove side content from the game and releas

78 Replies 203,411 Views

[quote who="AlixeniusTheGreat" reply="18" id="2762672"]I'd rather have a single player game that's fun and polished than a multiplayer game that sucks. I really don't see why multiplayer is such an important feature to include these days anyways. In fact, multiplayer and the rise of the internet in gaming has led to the ever-accursed DLC and DRM.[/quote] Multiplayer has been around since the dawn of gaming, so dont try that tone. Besides, multiplayer and singleplayer in t

78 Replies 203,411 Views

The irony with this thread is males deciding what females would find good or not. Stand still for awhile and imagine that females might want to have some more exotic armours. And I'm assuming most females will not want to dress up in a bag and shapeless metal tin can in games, they want to have things that define shapes, they want to dress up. Stop assuming that things are automaticly sexist. I agree with thread opener, and I know that many females would

244 Replies 867,689 Views

[quote who="Nessin" reply="29" id="2758785"]@eldrone: I admit that I do like your paint-over version better, but what about when you animate it? Once you go from static to dynamic, I imagine your styling would look a lot worse than the current in-game shot.[/quote] Shouldn't be a problem at all, proper diffuse textures is very much about creating an illusion :)

45 Replies 135,319 Views

[quote who="Das123" reply="23" id="2758695"] quoting postWhy was the direction chosen to have the texture be added on with an alpha on an existing color, wouldn't have both been easier and look better if a full character texture was hue-colorized according to the alpha instead. Can you please explain what you mean by 'wouldn't have both been easier and look better if a full character texture was hue-colorized according to the alpha instead.' As it stands we can col

45 Replies 135,319 Views

[quote who="Firbolg" reply="21" id="2758685"] Quoting eldrone, reply 11 This style is very much possible to achieve in game even though this is a paintover. I'll reserve judgment until we're getting an apples to apples comparison. Yours does look better but a 3D texture to a 2D photoshop manipulation is not a fair comparison. Not to say there couldn't be improvements but experience tells me that the texture version won't take 15 minutes, won't look quite that good, and/or

45 Replies 135,319 Views

[quote who="fatindian" reply="13" id="2758624"]Do you want Stardock to email you a hand-drawn portrait every time you create a custom character? Yeah, they are pretty shitty looking, but your version is impractical. How do you make a portrait look like that and still make it customizable?[/quote] As I said, I'm going to create a new ingame head model along with textures once the model exporting tools are released, to prove that this is functional and nothing out of the ordi

45 Replies 135,319 Views

[quote who="James009D" reply="5" id="2758552"]Wow, that is a major improvement over the game's default art. The problem is, how do I apply this to my custom characters? lol, I'm not too great of an artist. But seriously, looks very good. How long did it take you to do her?[/quote] It was just a 15 minutes or so, just a quick paintover on a screenshot. As to those wondering what the point would be, well, first of all, the cart and character portraits, any

45 Replies 135,319 Views

So elemental has been taking flak from every direction now, but one part that has been mentioned in countless reviews, but not really taken life in a discussion here: the artwork. This entails models, textures, animations, particle effects, ui, and most importantly, the general art direction of the whole game. I'll be starting about characters, and will add this paintover of Procipinee I did: <img src="http://www.agonyart.com/file/procipinee.jpg" alt=""

45 Replies 135,319 Views

Raven X, if you look at trees and other certain models, you'll notice they utilize alpha blending using the alpha map. There's no question on if the engine can load png's with alphas, it can always load all the data from the textures, but after that it's a question on what the engine uses this information for. but from what I've notice it seems to be able to do an okay amount of stuff, and it's defined in currently hidden materials, which will most likely reveal itself when we

17 Replies 11,323 Views

[quote who="DraekAlmasy" reply="89" id="2758113"] Because only a tiny fraction of strategy gamers play multiplayer, as it has been proved time and time again for the last decade. That's why GalCiv2 didn't include any at all. And you may have missed the apologies for Demigod then, Metacritic rating of 76 and user rating of 80, it's just how some companies are. And how others aren't *cough*Rockstar*cough* yet their games still get a 9.0 from these "tough" reviewers at Gamespot.[/quote]

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[quote who="Raven X" reply="12" id="2755246"] Quoting foxunit, reply 11 rather than engine limitations ^^ Just keep in mind that graphically the engine does have limitations. I don't think a lack of bumpmaps is going to be the only texture deficiency we run into down the line.[/quote] What do you imagine we would be missing out on in the future? I don't think there will be anything major missing out, not anything that anyone here would be needi

17 Replies 11,323 Views

[quote who="foxunit" reply="9" id="2754465"] Dont think it is possible YET.[/quote] Actually, I think the engine can do it, but stardock has chosen not to use normals or specular on the assets. the water and some other things uses normalmapping to achieve effects, and having looked at the shader code responsible for handling related things, it looks like it does do per pixel lighting, and has references to normal and specular maps. You are right on it not being po

17 Replies 11,323 Views

[quote who="foxunit" reply="6" id="2754391"]I noticed that png is used through the game, but it seems as these are somewhat hooked to perform some operations Im not grasping at the moment, since the .dds files are mainly identical except they feature an alpha channel. It is a bummer that the game does not use bumpmaps. But that might change as soon as we have access to model editing, of course only if the engine is able to handle it. It is also interesting that some models do not n

17 Replies 11,323 Views

great! :) Yeah, I'm looking forward to the exporter aswell.

7 Replies 5,838 Views

Actually, this is how it is with those special textures: Since the game relies alot on customizable textures, or color tinting, it handles this by having a base colour that a player can choose, for a piece of clothing for example, and then renders out the texture with the transparency over it, the more transparency, the more of the chosen color will show through. You can probably use the default png values of the default png saver, if you have an alpha in your document, the ex

7 Replies 5,838 Views

To be fair, while the game can be patched and worked on the coming year, The book will be set with the level of quality it comes with.

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[quote who="sagittary" reply="1" id="2746163"]No, it would not e the same memory usage nor would you get the same performance. A water tile just needs to know a handful of things. That it's water (and thus nothing should be on it other than a boat) and where it is. Land has a lot more attribute to factor in and keep track of since it's playable space. As well, more space to utilize also means that memory dependent things like creeps, cities, and what have you will be more ple

7 Replies 3,863 Views

Graphical mod: Custom post processing shader https://forums.elementalgame.com/393702 Description: Custom post processing shaders for more vibrant and sharp game.

155 Replies 135,141 Views