Maniac
Apolyton Sage
Lord Tirian, I figured to use the attached model as Solar Power Transmitter, because it has much less polygons. Its texture sucks though. Would you be interesting in creating a new one?
Interested? I'll see what I can do. By the way, I'm going to be slower for the next couple of days - I'm visiting my parents... and their computer (and my netbook) have rather small screens - not ideal for doing graphics. And I'm visiting friends and stuff, so don't be surprised if I'm not as zippy and fast in doing stuff as before.Lord Tirian, I figured to use the attached model as Solar Power Transmitter, because it has much less polygons. Its texture sucks though. Would you be interesting in creating a new one?
Yup, but this means I need to tweak the animation as well. The air unit animation actually takes care of the unit moving around as well, just like it controls the height... so if I just place it higher, it will still hover motionless over the city and shoot straight down! I don't think the people in the base would like that!Therefore, could you please also make a version of the unit placed at a greater height?
Okay, I wasn't happy with the Gaian cityset
-> Why the change from solar collectors to windmills?
-> Why were the ground textures of bases removed?
-> For the next full version (i.e. v12), could you update the install script?
I do like the taller models.
What has always bothered me about the Gaian cityset, are the two buildings indicated with an arrow in the screenshot. Those seem out of place to all the others. Do you know what those are supposed to represent?![]()
I'd like to know that as well.
IIRC I once asked GeoModder how to renable ground textures, but I knew enough of the matter myself that his reply was incorrect.
Asio made a ground texture specifically for the Gaians btw: all_an_lots.dds
Btw, was there a ground texture you'd like to use for other factions? I suppose the modern ground texture by Garret (illuminated streets) for the Morgans, but that's all I can remember. In CC, I also have a 'dirt' ground texture I use for the ancient/classical era. Might work during the Arrival era for all factions.
Ah, I see... was just a bout of nostalgia, I miss my solar collectors a bit (and it was a bit weird seeing them that late).I1) Rotating windmills look cooler than solar collectors.
2) I guess I felt the need to have an early energy-providing terrain improvement available for polar terrain. Solar collectors, unlike windmills, don't make sense on polar terrain.
If you don't mind, I could do that this weekend - I put in the entries for the Gaians already (because I found it in the folder and wanted to see it), adding it for the other factions is rather trivial - could also try to find some more textures for the other factions - for example the Hive could either get some sand (like in the big faction HQ picture) or some rough earth/rock (from digging of the bunkers).I'll try to find the time to do it next week. This weekend CC 0.55 is scheduled, already running a week late...
Btw, was there a ground texture you'd like to use for other factions? I suppose the modern ground texture by Garret (illuminated streets) for the Morgans, but that's all I can remember. In CC, I also have a 'dirt' ground texture I use for the ancient/classical era. Might work during the Arrival era for all factions.
If you don't mind, I could do that this weekend
Thanks, was pretty useful - I used it as a base for the several textures!Go ahead, I don't mind.
I'll attach some "sand" texture with the nif for it. Perhaps it is of use.
Well, the hive texture was the most difficult one (it often looked out of place or didn't provide enough contrast with the buildings). I'm happy with it now, but it took a bit of time to get there - I probably need to look at it again tomorrow, through fresh eyes, so to speak.Cool! They look great.
Except one: I'm doubtful about the Hive. Perhaps that one might look better after all without a ground tewture? But that's just my initial impression.