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The Undying Nephalim
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I managed to finish some more buildings with working decals, check them out:

grounded_by_undyingnephalim-d8k3ybd.jpg

Thank you, that helped a lot.

It is neat to see a new look in Pyrogenesis. I'm looking forward to seeing more :)

Perhaps you can't select - because it is a gaia object instead of player 1? That would be the first thing I'd check.

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It is neat to see a new look in Pyrogenesis. I'm looking forward to seeing more :)

Perhaps you can't select - because it is a gaia object instead of player 1? That would be the first thing I'd check.

Yeah it looks like it's because they were set to Gaia. Is there anyway to select them so I can delete them/set them to a player?

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Of course I'll probably have lots of free demos and beta testing and whatnot. :yes3:
I've sort of run into a weird problem. In the atlas map editor after I place one of my buildings I am unable to select them, move them, or rotate them like other objects from 0 A.D. Any idea what might be causing that?

Generally I have to use the 4-arrow move tool for reselecting if I want to move or delete an entity. The regular selection tool doesn't work well for me even for entities. Gaia objects should be selected the same as regular player objects; I've never had them act differently. Make sure you are placing entities and not the actors as actors are very difficult to select. Also, the bounding boxes of your objects can affect selection.

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I'm running into some problems getting animations to work. I've followed the guide, though I get errors when I try to place the unit in question into the map editor. I did replicate the process in Maya instead of Blender, so it's entirely possible Maya is the problem but I'd just like to make sure.


Here's the skeleton file:




<skeletons>
<standard_skeleton title="Wormhole Rotation" id="WormholeRotation">
<bone name="joint2">
<bone name="joint2_Controller" />
</bone>
</standard_skeleton>

<skeleton title="WormholeRotation" target="WormholeRotation"><identifier><root>joint2</root></identifier>
<bone name="joint2"><target>joint2</target>
<bone name="joint2_Controller"><target>joint2_Controller</target></bone>
</bone>
</skeleton>
</skeletons>



The Actor file:





<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant name="Bulk Bridge">
<animations>
<animation file="other/wormhole1_rotate.dae" name="Idle" speed="800"/>
</animations>
<mesh>structural/misc_wormhole1</mesh>
<props>
<prop actor="props/structures/decals/zev_road_10x10.xml" attachpoint="root"/>
</props>
<textures>
<texture file="structural/misc_wormhole1.dds" name="baseTex"/>
<texture file="structural/misc_wormhole1_normal.dds" name="normTex"/>
<texture file="structural/misc_wormhole1_spec.dds" name="specTex"/>
</textures>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="garrisoned">
<props>
<prop actor="props/special/common/garrison_flag_celt.xml" attachpoint="garrisoned"/>
</props>
</variant>
<variant name="death">
<props>
<prop actor="particle/destruction_smoke_med.xml" attachpoint="root"/>
<prop actor="particle/destruction_dust_med.xml" attachpoint="root"/>
<prop actor="particle/destruction_dust_med_gray.xml" attachpoint="root"/>
<prop actor="props/structures/celts/barracks_props_new.xml" attachpoint="root"/>
<prop actor="props/structures/celts/barracks_props_1.xml" attachpoint="root"/>
<prop actor="props/structures/celts/barracks_weapons.xml" attachpoint="root"/>
<prop actor="props/structures/decals/celt_barracks.xml" attachpoint="root"/>
</props>
</variant>
</group>
<material>player_trans_ao_parallax_spec.xml</material>
</actor>




and I've attached the model and it's animation .dae to the post.

wormholes.zip

Edited by The Undying Nephalim
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Whatever you want to move, always select the tools_move_rotate.png tool. If you placed an actor file, make sure you hold down the Alt-button, nothing difficult at all, Brian. :)

Player assignments do not matter at all, any player is movable, gaia included.

If you did setup a actor file but want to have an entity, create a simulation template. For that make sure you read my tutorial I once wrote: http://trac.wildfiregames.com/wiki/CreatingNewUnits (not sure if it is entirely up-to-date but it explains the most important things.

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Sorry for the delay...

I tried to figure out what was wrong with your meshes but couldn't , I guess something isn't right in the export.

I reexported both of the models and that fixed the error.

What version of Maya are you using ? It exports in 1.4.0 collada, while blender exports in 1.4.1 which is the latest. If you can I'd suggest your go for the latest maya version.

The skeleton file was wrong, You didn't have the right names for what I could see

you have

joint1

--joint2

while you used

joint2

--joint1

and something with a controller.

I attached the fixed files :)

Wormhole.zip

post-12287-0-87708700-1425392084_thumb.p

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Well here's a look at a new faction's building, the Jevoron's "Anchor" if you will:

QHxh6BY.jpg

A quick question, does the engine support Glow maps? I'd really like the blue crystalline structures in this image to actually glow. At the very least does it support ambient maps so that the crystals can stay illuminated and not be shaded by shadows?

Mmmh what are your exporting options in maya ? also which type of modifier do you use ? (Skin ... etc ?

There are a pretty big load of options:

- Edge Smoothing

- Split per-vertex Normals

- Tangents and Binormals

- Convert to Null Objects

- Convert NURBS surface to:

- Animation

- Cameras

- Lights

- Embed Media

- Input Connections

- Instances to Objects

- Reference Containers Content

- File units Converted to:

- Up Axis:

- Show Warning Manger

- Generate Log Data

- Show UI

- Type: Binary

- FBX Version: FBX201000

- Triangulate

- Single Matrix

- Frame Rate: 24

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There is a glow material, not sure what it does though. If you don't know what I'm talking about it's the line

<material>basic.glow.xml</material>

It seems that when you export only animated meshes are broken, is that correct ? Until we find a proper solution I could help you fix them :)

Edited by stanislas69
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There is a glow material, not sure what it does though. If you don't know what I'm talking about it's the line

<material>basic.glow.xml</material>

Awesome, though I hope I can figure out how to apply it to a model. For example there's name="baseTex" and name="specTex", would name="glowTex" work I wonder?

It seems that when you export only animated meshes are broken, is that correct ? Until we find a proper solution I could help you fix them :)

Yes when I export the model on it's own it works, it's only when I add joints for animations that it gives me errors in game.
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Normally it's base tex for everything

If you load basic_trans, player_trans basic_glow

you'll have the base tex

if it's player_trans_parallax_spec

you'll need a base tex a normTex and a specTex

if it's player_trans_ao_parallax_spec

you' ll have to add an ao tex and one uv to your model.

Also to see spec ao and parallax you have to manually enable some options.

Also i forgot you can use pngs the game auto caches them. (You are using dds AFAik)

What modifier do you apply to your object to rig it ?

Edited by stanislas69
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