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Showing content with the highest reputation on 2015-10-28 in Posts
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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.zip2 points
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BTW, I suppose the string freeze could be relaxed in case like this, given that also the release date is not finalized and probably not near anyway. Not a big deal anyway.2 points
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trajan column was definitely painted. Also, what Trajan statue is holding is an orb represent the world. Yes, the Romans knew the world was round way back in 1st century.1 point
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Yeah, Andrettin, since almost a year ago: http://wildfiregames.com/forum/index.php?showtopic=192891 point
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Thanks, I'm planning to complete this faction mod before December, a Holiday gift for everyone. I'll see what I can do about the player color1 point
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Between http://trac.wildfiregames.com and http://0ad.wikia.com/wiki/0_A.D._Wiki, 0 A.D. has plenty of wikis.1 point
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No I did not see him. Okay, Seleucid soldier units, I think can go this way (underline mean soldier need new texture or models or both): Civic Center Militia Thureos Spearman: Thureophóros PolitèsMilitia Skirmish Cavalry: Hippakontistès PolitèsMilitary Colony (has "Syrian Tetrapolis" upgrade) Syrian Archer: Toxótēs SyríasMacedonian Settler Cavalry: Hippeus MakedonikosBarracks "Bronze Shield" Pike Infantry: Phalangitès Khalkaspides (has "Gold Shield" upgrade)Thureos Skirmisher: Thureophóros Akontistès Companion Heavy Cavalry: Hippos Hetairike (has "Agema" upgrade)Median Light Cavalry: Hippeus MedikosMercenary Camp Thracian Swordsman: Rhomphaiaphoros ThrakikósArab Tribal Skirmisher: Pezakontistès ArabikósCretan Archer: Toxótēs KrētikósGalatian Sword CavalryTarentine Medium CavalryDahae Horse ArcherFortress Traditional Army"Silver Shield" Pike Infantry: Phalangitès ArgyraspidesScythed Chariot: DrepanèphorosReform ArmyRomanized Heavy Swordsman: Thorakitès RhomaïkósSeleucid Cataphract: Seleukidón KataphraktosArmored War Elephant: Thorakisménos EléphantosSiege Catapult: LithóbolosSiege Tower: Helépolis1 point
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The Arabic Javelineer is not same unit, just use same actor as Persian. I will guess the Seleucid peltast need new textures and stuff.1 point
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Hi! Thanks for the suggestion. It's not currently possible to change the strings in the game because we froze the texts to prepare for the release of a new version of the game. I looked into your suggestion. The problem is that the building is actually not a slaughterhouse, it's a corral. However, you're right about wanting to remove the religious meaning. So I propose to use "Gotra" (गोत्र) which according to the Monier-Williams is a "protection or shelter for cows, cow-pen, cow-shed, stable for cattle, stable (in general), hurdle, enclosure".1 point
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Just so you know they are broken with anims, I had to fix them...1 point
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The design meeting #4 happenend yesterday evening. We were niektb, Tango_ and myself, with Stan and Scynthet as spectators. The main topic was about battle pace, but we hadn't much experience the previous week with only one game between niektb and me (which was out of sync and we both won). Because of that there wasn't anything acted about it but just some ideas of things to have and not to have. The current battle pace in Sibyllae Vox is around 20s for a battle (or at least a skirmish in a larger battle) which wasn't for me unconfortable even if I think it can be increased a bit. The idea is to give enough time to do some manoeuvres in the battle but with units not too strong to be able to raid without requiring to be 10 on 1 for a quick isolated kill. The good balance has to be found between the two (current state of Sibyllae Vox is an almost instant kill around 4 on 1). And we said we requires testing for these figures, not just math and thoughts. We can't hold a formal meeting next week due to a week of exams. So there will just be an informal meeting for those who can be there to discuss of things and others. The following works will be in done in parallel on the 4 points, battle pace (current subject), base building, evolution through time and the transversal historic accuracy. As for myself I had some thoughts that I will expose and check some things in Sibyllae Vox.1 point
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