Enrique

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Enrique last won the day on February 26

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About Enrique

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    Primus Pilus
  • Birthday 12/16/1986

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    kikeylaura@hotmail.com

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  1. The mesh is full with NGons. Collada and game engines doesn't like NGons. Solution: Triangulate the mesh before exporting. -Select the object -Go to edit mode with TAB -Go to face mode select with Ctrl+TAB, choose face selection from the pop-up menu -Press "A" to select all the faces -Press Ctrl+F to open face specials menu, choose "triangulate faces" Ngons should be replaced by triangles now and is safe to export. ---------------------------------- El objeto está lleno de NGons. (NGons son polígonos con más de 4 vertices). Al formato collada y a los motores de juegos no les gustan estos polígonos (no son compatibles). La solución es convertir los NGons en triángulos antes de exportar el objeto. -Seleccionar el objeto -Ir al modo edición con la tecla TAB -Presionar Ctrl+TAB y elegir el modo de selección de caras/polígonos. -Presionar "A" para seleccionar todos los polígonos. -Presionar Ctrl+F y seleccionar "triangulate faces" en el menu que aparece. Ahora los NGons deberían haber sido reemplazados por triángulos y debería funcionar al exportar. Recuerda quitarle cualquier material asociado y borrar todos los objetos salvo el que quieres exportar de la escena como ya comentó Lion.
  2. Here's the link to the online SVN repository. -> http://svn.wildfiregames.com/public/ps/trunk/ It's like 0AD folders and files, just navigate to the folder you need the file from, then rightclick, save as and boom, you have the dae file without copying/pasting the whole code. http://svn.wildfiregames.com/public/ps/trunk/binaries/data/mods/public/art/animation/biped/new/ That would be the folder with all the new animations for the new meshes. New animations can be done with the blendfile of the animation template. Just create a new action, animate the stuff, and export it. All new meshes (like your new tunic variation) can use those new animations.
  3. You don't need to go through each bone, you only need to do it for the new vertices you created for the tunic, the rest of the mesh maintain its bone weights, so only the few new vertices you created need weight painting. Glad it worked. Please take a look to the new meshes actors, the prop-bones have different names than the old meshes ones.
  4. What process did you follow to get there?. Are you re-rigging the whole thing with automatic weights? If you do so, you'll need to uncheck "deform" in the bone options tab for every bone that is not used in deformation, like the knees target, elbows target and all the prop-bones. Otherwise blender may assign weights to bones that are there only to help animating, not deformation thus the game thinks that there should be more bones to do the animation. Ideally you should: -Import the mesh that you want to modify. -Erase the armature that comes with it, then modify the mesh as desired. -Once you got your tunic variation, append the armature from the blendfile provided earlier. -Add an armature modifier to the mesh and choose the appended armature. -Move the bones to see your new vertices are assigned to any vertex group, and if not, do it manually (the changes are not big, so you won't have to spend much time with it) If you do automatic rigging, you may add vertex groups of bones that are not declared to deform the mesh and errors will occur. -Export.
  5. If you want to do your model from the new unit models that will debut in the next alpha, you can grab the animation template at the end of the following post: Use the same process as the previous post, but with this blendfile. If you prefer to start modifying from a different (longer tunic) variation than the one on that blendfile, you can choose from the following (they're named the same as the old variations): http://svn.wildfiregames.com/public/ps/trunk/binaries/data/mods/public/art/meshes/skeletal/new/ Just remember to rig it to use the armature from the blendfile, not the one that gets imported from the collada files and it should work.
  6. There are some steps there that may generate the issues. Specially importing the used armature from a collada file to export it back (bones are often broken) If you have the mesh already done, rig it to the following armature in the blendfile that you can find in this post: This way you have the armature "as it was created in blender" without importing it. Just assign the vertex groups (do the rigging) of your mesh to the armature found in that blend file and export. Let me know if the issue persists. EDIT: Keep in mind that modifying the hero mesh for your longer tunic variation will make only compatible with the hero UV textures (heroes have different UV layouts than the standard unit) That's the reason why in your image (although it is broken due to the collada export) you can clearly see that one foot is correctly mapped, but the other is not.
  7. Wtf Lion you've seen how the engine has been developed from different people and how art has evolved over time to get advantage of the changes. It was built from scratch. Also it was already pointed that the aoe engines were propietary so it isn't even possible to take stuff from it. I don't see any other similarities it could have other than art style legacy and rts camera. Almost all 3d games use dynamic lighting for example and that doesn't mean that one game is similar to another.
  8. darn... that music video is really cool. I wonder how could have looked like with the new meshes...
  9. @LordGood Any plans on progressing with the construction-progression actors?
  10. Creo que sería mejor enseñarle a cómo encontrarlas por él mismo en las carpetas del juego Lion
  11. I think this adds uneeded complexity and houses with higher pop is good enough for addressing repetitive interactions. If women should have a bigger role, I think it should be in a different way. I like the proposal. Even there are some things that I was initially against (splitting iron resource) but you made some good points about the reason behind adding it.
  12. Para que te hagas una idea, el nuevo modelo de los caballos tiene 800 triangulos. Algo aproximado estaría bien. Un colaborador hizo un modelo basado en el oso actual, pero se puede mejorar bastante. Sería ideal que le hicieses también textura y esquelto para animación si te ves capaz. Aquí te dejo el hilo, que aunque esté en inglés hay algunas imágenes para hacerte una idea:
  13. Forgot to update here about the flag cart, it's being worked on. Just in case somebody was thinking to jump to the task to avoid duplicate work. WIP ( *Note: It's PBR shading, not GLSL)
  14. Hola mike, bienvenido a los foros. Has probado el juego? La pera no se ve mal, pero no sé donde habrás leído que hacía falta una... quizás skhorn se refería al árbol, un peral que la traducción al inglés será directamente "pear". Te pregunto si has probado el juego ya que lo que buscamos son modelos eficientes en polígonos, (es decir, la menor cantidad de polígonos posible, sin que se vea mal). 0AD es un juego de estrategia y por ello la cámara por defecto es más o menos isométrica y bastante alejada del suelo para tener una vista estratégica. Se puede hacer zoom, pero es limitado. No disponemos de sistema de nivel de detalle, por lo que tenemos que ser estrictos con la cantidad de polígonos en el caso de objetos que van a ocupar poco espacio en pantalla. En este caso, la cantidad de vértices/polígonos para una pera sería mucho más bajo que ese modelo, y en el caso de necesitar muchas peras en cajas o cestas, usaríamos una textura de un montón de peras en lugar de usar modelos. Si estuvieses interesado, estaría muy bien contar con formaciones rocosas, árboles, piedras, arbustos, plantas, ruinas.... para decorar mapas. En el caso de que estuvieras interesado, dime en qué tipo de modelos lo estarías para darte referencias y concretar más. Respecto a las animaciones que has compartido, son bastante básicas. Estaríamos buscando algo parecido a este ejemplo. Respecto a las texturas, dada la naturaleza del proyecto deberían de estar publicadas bajo CC-BY-SA 3.0 o superior (o de dominio público) o que seas tú el autor de las texturas, claro. (Es decir, texturas de páginas web "populares" no suelen servir, ya que tienen licencias que no permiten ser usadas en otros proyectos)
  15. Reading this saddens me deeply.