Follow Us!
Donate
Search the site
-
Recent Posts
Recent Comments
- Burken on Wagon wheels animation turning out rather nice
- Krom on F.A.Q.
- Paolo on Downloads
- Stuart on F.A.Q.
- autumn rain on Knights Province Alpha 13 starts its wip journey!
Category Archives: Live progress
Live progress #37 – School GUI
Working on the school GUI: Revised unit icons once again Added 3 more unit icons A new tooltip element that pops up on mouse over. Intended for detailed unit description in the school gui Rows in description are fake ones, … Continue reading
Posted in Live progress
12 Comments
Live Progress #36 – 3D models in GUI
Made 3D models to render as GUI elements – this feature is much required for MapEd map objects palette. Crude so far, but working:
Posted in Live progress
6 Comments
Live Progress #35 – Unit icons
Another day and another small advancement. Today I felt like doing some drawing. Did a bunch of on unit icons to be used in statistics, house info and map editor menus: As you can see before that it was quite … Continue reading
Posted in Artwork, Live progress
21 Comments
Live Progress #34 – House animations
Been working on several things this week: refactoring maps scanner to allow to delete maps from the main menu. With the amount of test maps and builds, they quickly get outdated and need to be cleaned up once every while; … Continue reading
Posted in Live progress
Leave a comment
Houses sketches
These are sketches of Knights Province houses. This sheet is composed of many (but not all) wip houses. Many houses are still missing. You may note that several houses are made by different artists, even more, some are duplicate because … Continue reading
Posted in Artwork, Live progress
17 Comments
Tweaking Recast Navigation
Recast Navigation is working better and better. It’s still far from being a replacement to our old and trustworthy Tiled, but major porting and rigging problems seem to be resolved now. What remains are inherent RN issues, one of which … Continue reading
Posted in How things work, Live progress, Sidenotes
Leave a comment
Live Progress #33 – On Recast navigation
Unit navigation is one of the core systems of the game which effect almost everything: terrain, passability, unit interaction, fighting, city planning, houses, gui, resource mining, and other things. Since the dawn of ages we used so-called Tiled navigation. Terrain … Continue reading
Posted in Live progress
2 Comments
Live Progress #32 – Unit costs
I’d like to keep AI up to date because it can build towns in a very short time and that is a good simulation of the load put on CPU and GPU. As well a showcase of the games looks. … Continue reading
Posted in Live progress
Leave a comment
Live Progress #31 – Tavern Animated flag
Since last “live progress”, I did some more Tavern texturing and fixing and started with Fishermans. I’m not happy with basement stones layout and plaster texture, so I need to take a break before returning to them with fresh ideas. … Continue reading
Posted in Live progress
3 Comments
Live Progress #30 – Working on houses
Been working on houses for the past few days. Modelling, texturing and previewing. This is Fishermans house model I’m refactoring now, optimizing polycount, covering holes and fixing proportions. Now house area can be set from GUI, with handy chechboxes. P.S. … Continue reading
Posted in Live progress, Tools
Leave a comment