Agreed. AoE2 looked great for its time, and that minor detail certainly helps. Though, I propose you can choose the texture number (from 1-5). Even though tilesets differ a lot, they still share at least some similarities, such as one being dirt-like, one being stone-road-like, etc, and then we can choose the texture most appropriate to our building.
Agreed. AoE2 looked great for its time, and that minor detail certainly helps. Though, I propose you can choose the texture number (from 1-5). Even though tilesets differ a lot, they still share at least some similarities, such as one being dirt-like, one being stone-road-like, etc, and then we can choose the texture most appropriate to our building.
If you use a flat texture on the base of a building it would work, but what if this is built by a ramp or water, etc, having the texture attached to the model wouldn't be the best way to do this.Any rough/uneven terrain would screw it up, really.
2) modellers should avoid sharp edges at the base of buildings by using transparency in textures and blending in a bit of dirt in the textureIt's kinda hard to do that if you don't know what kind of dirt will be in the tileset. Clay? Sand? Rich black silt?
the alpha being used for team colour blending or otherwise is based on flags per mesh in the g3d?Meshes that are double-sided in Blender/3DS use alpha as team color in Glest, while meshes that are single-sided use alpha as transparency.
| (http://i55.tinypic.com/2hxxaa1.jpg) | (http://i53.tinypic.com/2u8h1kp.jpg) |
I'd still prefer blending done separate from the model, for example, what if the model is built next to water?Or right on a hill?
can those appear in glest?I'd still prefer blending done separate from the model, for example, what if the model is built next to water?Or right on a hill?
(And I can't see the problem with a model that includes a hill if that hill starts within the bounds of the model and there is a fringe around it. Someone will build one, and everyone will suddenly see the light.)How would we get the hill to match the terrain of the tileset, though? A big mound of brown dirt would stick out like a sore thumb in Hell or Desert.