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Showing content with the highest reputation on 2014-10-30 in all areas

  1. 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
    7 points
  2. The triangle count is not much higher (around 250 -350 additional triangles only), these meshes still pretty lowpoly for today's standards. AFAIK the biggest performance problems are mainly caused by pathfinding and simulation calculations. So I don't think they would cause much bigger problems. There has been some improvements lately in graphical performance like better shadow culling and better alpha transparency handling too. Regarding unit detail, while it is true that the game is not meant to be played at max zoom all the time, people like sometimes to zoom into the battleground and enjoy observing how the battle unfolds (myself included), take good looking screenshots or use these models in other mods that the camera angle could be different than the standard RTS. Also my mission in this project is to make the game look as good as possible
    5 points
  3. WIP. Incredible model by the way.
    3 points
  4. Fixed the Ji mesh. It is not correctly used yet. But for those that use it it's okay ^^
    2 points
  5. Instead of fighting I come up with new idea that is best of all worlds IMHO. Imagine a tech web, instead of a tech tree: You start at the top and research downward. Each new web strand makes 2 other strand become available. Of course the ages still unlock the those rows of techs, but you can always go back and research any available technology. Eventially you can research them all if you have enough time and money, but it still makes it so there are choices like the pairs (but different and better, you can go back and research what you chose not to research before). Every building with techs could have such a web as this. Of course some bigger than others. (my mod includes Imperial Phase, so just ignore that part, because vanilla game does not have this phase)
    2 points
  6. WIP. Still needs to fix the fins from the sides part of the texture. Its a public domain image, will it be enough? EDIT: Added the tuna image used for the above model. Source: https://phys.org/news/2019-01-bluefin-tuna-uk.html
    1 point
  7. just make units? if your opponent is making units to rush you, you should be making units to defend. you also have defender's advantage to work with, so mathematically you should be perfectly fine with weaker CCs, unless your build is very greedy for double rush in 2v2, well, have your team mate rush your own base to defend and make sure you scout the rush coming.
    1 point
  8. I think stone has a broader usage than creating slingers only (correct me if I'm wrong). When you look at the tech tree of the Britons Slingers are indeed the only units that cost stone, but what do you think of Walls, Towers and Fortresses? Also the rotary mills cost stone which can boost your farming. Researching the stone tech doesn't necessarily penalize you in the long run. Right?
    1 point
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