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0 A.D. Art Team
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Everything posted by Enrique

  1. Enrique

    Art Dev. Task tracking

    Last updated 08/03/2018 This thread is to keep track of the Art tasks that needs to be done and who is working on which one. Keep it clean, post only when you are going to start a task and when it has been finished and approved or commited by someone of the team. - Do not post suggestions. Create a new topic or use any suggestion thread. - Do not post Wips. Create a ===[TASK]=== thread on the Art forum for this matter. - Do not post references. Use the relevant task thread. - LEGAL WAIVER: Please read this before contributing and abide by it. *We can't assure that your models will be used for the final game, and we n 're also looking for a certain quality level, don't get upset if your model doesn't make it into the game, practice is the best way to improve. Useful links: How to Import/export assets and bake AO maps in Blender3D Blender 3D UV unwrapping tips How to export animations from Blender3D to 0AD Tips & requirements of the engine: - Approx triangle count for buildings: small 2k-5k, mid 4k-6k, big 6k-8k, wonders 8k-12k. - The engine uses .DAE (Collada) format for models and animations. - The engine does not render double-faced polys, so if you want a polygon with both faces rendered, you need to duplicate it and flip the normals. - The engine does not tile the textures like blender does, so when UV mapping, keep the UV islands within the texture space. - We use two UV coordinates, one with overlapping UVs for diffuse, normal/parallax and specularity and another non-overlapping for AO maps. - Building models need to extend below the ground (-Z axis) because it can be visible when the building is constructed in uneven terrain. - To get the correct scale it is very useful to import a building from the game into blender as a reference. SIMPLE TASKS ESSENTIAL TASKS BUILDINGS UNITS UNITS ANIMATIONS OPTIONAL TASKS BUILDINGS PROPS ANIMALS FLORA GEOLOGY UI
  2. I've been gathering swordfighting techniques as well as other weapons used in 0AD's timeframe to have references for animations that the new meshes will have. I try to look for realistic/historical techniques rather than hollywood/coreographed moves. I have quite a big list so far, but I thought posting some of them in case someone is interested in fencing techniques... there are some videos that explain well the uses of shield as well as lost techniques that were probably used, as well as slow, easy moves where its easy to extract nice poses and basic stances. I enjoyed (and learned) a lot while watching them and I think they're quite interesting, so here they are: Ancient archery technique: https://www.youtube.com/watch?v=M1KC1Os-_NE Viking bigshield techniques:
  3. Needs to be for 2 passengers, anchor for 4 horses. Just the chariot no horses. Bonus: textures for the two units in the first image: Hey! here is some help in how to create textures in Blender!
  4. We will need textures for units of the following fellas: -Guy in the right with the "armpit-level-skirt" And from here the fully-armored gentlemen: (note the right one also has futurama-bender-like plating in the arms) Here's some help and ideas to create the textures! easy and fun!
  5. Enrique

    0AD units upgrade

    Wildfiregames presents: 0AD's unit upgrade. -Why do you work on this upgrade when you should be working on pathfinder and performance improvements? -Please note that this upgrade has been done by an artist who hasn't any knowledge in programming. This upgrade has not taken away any precious work time to 0AD programming developers who continue to work on the needed pathfinder and performance improvements. -Why do you make this upgrade? For a number or reasons: Unit models are very old, around 6-7 years old. These new models are closer to today's industry standards. UV mapping and model proportions aren't ideal on the current models. The new ones have realistic human proportions and much better UV mapping. Old animations cannot be modified, only created from scratch. With the new models we can maintain the blender source files of the animations and modify them at will. Since we share the blender source files, the team and the community can make variations for their own model variations and still use the new armature. Old model's armature (skeleton) is very basic and limited. With the new model's armature we can achieve more detailed animations and are capable of basic prop animation -Are these new models already implemented? Do they work with the old animations? -No. The models are finished and ready to start animation production. We will remake all the unit animations and implement them when there are almost all of the required animations completed. However, the models are commited to the SVN version of the game with some test examples that you can check in the map editor. These examples and the models will be released in the next Alpha release (Alpha18) if you don't wan't to set up a SVN version. To check some unit examples in SVN, go to the map editor and in the object tab, search for all actors and filter by "newunit". Once selected click on "Switch to action viewer" to isolate the unit and zoom in. (please note these are just examples and they aren't final unit setups) -Do you have increased the number of unit variations of the game? -Yes, now there are non-armored unit variations, and armored unit variations with some differences. There are plans to add some more in the near future if time permits. -Can I make my own animations for my mod and use these new models? -Yes you can! Check at the bottom of this post to download the blender source file(s) of the armature and check the SVN newunit xmls example for setting up your own units. Don't forget to check the presentation video where there's a short explanation of how the armature works. -What is left to be done before I can play with these new models? -Since the unit heads have different size than the old ones, all the helmets in the game must be resized to fit them. Also as pointed a few lines above, we're going to upgrade all the animations to fit these new models. When these two tasks are complete or close to completion, we'll implement them and you'll be able to play 0AD with them. -Is there something I can make to help with this task? -Yes! If you are a skilled animator with experience in human models' animations you can open a thread in "Applications and contributions" subforum, tell us about yourself and show us some of your animation works! Male unit variations (Old Work in progress): (Click following images to enlarge) Female unit variations (Old work in progress): Download the blend file and start animating! Enjoy! New unit upgrade animation template.zip
  6. Please use this thread to report any issues with the new unit meshes and animations commited recently. It was a big commit so it may have some stuff that needs fixing.
  7. 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.
  8. Enrique

    Animation Mesh Switch Out

    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.
  9. Enrique

    Animation Mesh Switch Out

    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.
  10. Enrique

    Animation Mesh Switch Out

    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.
  11. Enrique

    Animation Mesh Switch Out

    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.
  12. Enrique

    Animation Mesh Switch Out

    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.
  13. 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.
  14. A good starting point would be adding the armour of the legs and trump in the elephant skin texture, and then do the armour of the right side of the texture with gold/bronze plating. Useful textures; binaries\data\mods\public\art\textures\skins\skeletal\maur_elephant_hero.png binaries\data\mods\public\art\textures\skins\skeletal\maur_elephant_siege.png References: Here are some tips in how to make textures in Blender by rendering!
  15. Enrique

    0 A.D. on YouTube

    darn... that music video is really cool. I wonder how could have looked like with the new meshes...
  16. Enrique

    Carthaginian scaffolding

    @LordGood Any plans on progressing with the construction-progression actors?
  17. Creo que sería mejor enseñarle a cómo encontrarlas por él mismo en las carpetas del juego Lion
  18. Enrique

    Gameplay guideline

    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.
  19. 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:
  20. Enrique

    Victory Conditions Ideas

    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)
  21. 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)
  22. Enrique

    Testing Propositions

    Reading this saddens me deeply.
  23. Enrique

    Testing Propositions

    That's the point of the discussion. Impactful changes. It's not the first thread I read about the game not being appealing through the point of "checking it out". More arcade? what? You asked for specific solutions/ideas, and he gave you a list of posts with specific ideas. He then proceeded to put a quick draft of overall core gameplay system and you started nitpicking it when it was clearly an example. The point is, don't be so defensive about the game. 0AD It's not perfect, and DarcReaver is clearly wanting to prove a clear point here, even if it sounds harsh. Doesn't seem to me that it's for the sake of just complaining, but to actually realize the issue. Also it's not just a random player as it seems he has experience on RTS game dev and modding.
  24. Enrique

    Testing Propositions

    It has been said already on the thread. There's no tradeoff for making units that can fight and gather so there's little to none benefit on doing pure-economic units. In AOE2 defending villagers is ultra important on high level matches.
  25. Enrique

    Testing Propositions

    Unlike Lionkazen and sphyrt I understand DarcReaver and share some of his thoughts regarding the core gameplay even if his words aren't as polite as we're used to. There are some reasons that made the gameplay direction to the current state it is, but it is not a valid argument to defend the current gameplay at all. I think experimenting with more radical gameplay changes, even if imbalanced, would be a better way to find the correct gameplay systems' mix to get a fun game instead of trying to balance the alpha to make it enjoyable for its current playerbase. Sadly, we don't have a lead gameplay tech/dev and normally each member has its own game view.