Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2015-01-11 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
    1 point
  2. At the moment, walls are practically a pointless investment. This is due to them first being extremely expensive, many times making a short length of wall cost the same or more than a defence tower, but with palisade walls, that is not case at least, yet still practically minded players would generally not bother investing in walls. The fundamental reason behind not even making palisades let alone stone walls is because of a lack of choke-points. Forests, being passable, are not a defendable option, and neither are there many cliffs around. I would highly recommend working that problem out as walling has interesting strategic implications that should be cost effective.
    1 point
  3. That's strange, you're using A17? It runs perfectly for me on XP SP3, so I wonder if it only happens on some other error condition? We never call that function in our source code, so it must be some other library, but we need more information to debug this. Is there anything else mentioned in the error message? Is it reproducible on every attempt to start the game? Do you have user feedback enabled in-game? There are no crashlogs in your logs.zip, it would be helpful to run the game in a debugger, either Visual Studio or WinDbg as described here.
    1 point
  4. Make walls buildable through trees. This can remove 75% of obstructions. my opinion.
    1 point
  5. Game is not finished yet.
    1 point
  6. They are likely to be included in part 2 yeah, but nothing about part 2 is planned for certain yet. And probably won't be for quite some time. We want to finish part 1 first
    1 point
  7. Like all the colour Trinketos almost all mesoamerican civs used lots of paint on their buildings. Enjoy the Choice
    1 point
  8. Lots of references for women warriors in Celtic cultures the tribal laws where quite equal in their dealing with gender including about 8 different marriage/partnership arrangements with means of handling the property of both members.Not many women actually trained exclusivity as warriors but is was always an option for any female.All this can be found in the Celtic sagas in their various translations. Enjoy the Choice
    1 point
  9. Like ur idea Would like to add few things Elephant Any elephant>beats mele horse and sword infantry (splash damage u know) Archers and pikemans>beats elephants (Stampide pasive that gives them splash damage but when near death makes them crazy, attacking anything in their way or around) Also charriots to have dont know less acuarate shots or less damage but instead have splash damage when charging against units With this i mean able to use the blades, also able to shot while moving as there are 2 guys in the chariot. Caballery and pike units(when formed)>Charriots>swordinfrantry and ranged infantry Caballery to me able to "charge" and have tramble damage (already discussed though)
    1 point
  10. It's not really blood just red pixels. And the units are not dead, they will be reanimated once you train more.
    1 point
  11. Actually the latter is not true. When I managed to get the armature in Blender, Enrique was able to make new animations, (ie : fishing guy + Testudo anim...) We basically can use the new unit meshes and the old anims. Enrique wanted (wants ?) to get rid of everything and start from scratch, therefore he made new rigs for units (ie : see my archer thread where the guy is opening the hand. Typically, you couldn't do that before, because hands were only one bone). Even that need new anims. At least walking, running, attacking (one handed, two handed, spear, archer, slinger), dying + gathering (wood, stone bush fish etc.) I am the only one I know of that is working on it, and my work doesn't meet the required quality. So I believe we will stay with old meshes, at least until april, if not June. After playing the settlers you can only do
    1 point
×
×
  • Create New...