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Showing content with the highest reputation on 2015-11-28 in all areas
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Fantastic! I can't wait. Hopefully there are no packaging errors in this one, so the walls and gates will be more usable. Rise of the East is definitely my favorite mod! Thank you guys for doing such a good job with it all2 points
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Guys, I experiment with the local.cfg settings and come up with some good settings to try out isometric view. ; Isometric View view.zoom.min = 2500.0 ; Zoom needs to be this far because of low fovview.zoom.max = 2500.0 ; Zoom needs to be this far because of low fovview.zoom.default = 2500.0 ; Zoom needs to be this far because of low fovview.rotate.y.speed = 0.0 ; This prevents camera rotationview.rotate.x.speed = 0.0 ; This prevents camera tiltingview.fov = 2.0 ; This is what gives the nearly isometric viewview.near = 32.0 ; Near plane distance increased to prevent z-fighting Result: Compare with 45 fov: The isometric view is very easy to see when moving camera, but harder to tell difference in static screenshot. Guys it is like night and day. These setting disable rotating and zooming for real classic feel. I personally think the true 3D 45 degree FOV is better (everything to me in iso games look like they are sliding down the screen, and I think game world in 45 fov look more expansive), but maybe have this for game option in Alpga 20? Should be simple to add and could be fun to showcase when release. Some pros: Some people like this view and might find it easier. I get +15fps in this view. Could help player with low rig spec. Would be even better perf gain if game had alternative asset optimized for this view (back faces remove etc). A couple of problem: Action sounds cannot be heard. Camera zoom is too far away. Distance fog very heavy (again because zoom is very far). Clouds need to be disable in this view too. Anyway can be fun to add for Alpha 20 and maybe capture some of aok audience attention.1 point
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What is a prop-point? A prop-point is a specific point in a 3D space (basically a coordinate) with a specific name which is used to reference that specific spot within 0AD actors (structures' models, units, animals, even props) What are they used for? They're used to spawn an actor within another actor. Basically you load another model/unit/structure/prop of the game inside the model where the prop-point is. Examples: - In a structure, you can use a prop-point to have a fountain which is already in the game and place it within that structure. - In units, you can use prop-points to have different gear in different places like the head for helmets, in the hands for shields/weapons etc - In animals, you can use prop-points to spawn effects like dust in their feet when they're running or blood when they die. - In props, you can use it for randomization of the prop, like a helmet which can use different styles of feathers spawned at the prop-point location. Which are the benefits? There are many. Just saying that you can reference any existing prop/model in the game directly in a place within your model is quite powerful already. - Powerful recursive system - Easy set-up - Randomization capabilities - Memory saving (you don't need to store again the data of a model that is already in the game) How can I create them? In Blender3D: In blender these prop-points are made with "empties". An empty is just a point in space which stores the coordinates where it's located within the scene. No materials, no geometry, no lighting data. Just location and rotation. To create an empty in your model, just open the "add menu" with shift+space in the viewport and select "Empty" there will be a list with different empties types, but these are all the same, just different types of representations of it. Select your preferred type (the standard is "Plain Axes") and an empty will be created in the location of the 3D cursor. IMPORTANT NOTES: -It is obligatory that the name of these empties start with: "prop- " or "prop_ " -Examples: prop-fountain , prop-helmet, prop_flag-AND it is also obligatory that the empties are parented to the geometry of your model. To parent the empties to your model, (in object mode) select all your empties first, then your model and use the hotkey CTRL+P and they'll be parented to the geometry.-Finally, when exporting, select all your empties first, and you model last, and export as usual.How can I reference a prop-point inside an .xml actor? Props are defined in the .xml normally after the mesh has been defined. Here's an example of the persian stables, where the horses are propped by prop-points. Note that minheight and maxheight are OPTIONAL parameters used for anchoring the prop-point to the ground. Prop parameters: actor= the actor .xml that we want to spawn in that prop-point attachpoint= the name of the empty/prop-point that we created in the mesh WITHOUT the "prop-" or "prop_" prefix minheight/maxheight= These are optional parameters to determine the anchoring to the ground, the max and minimum height the prop will have when conforming to terrain. <?xml version="1.0" encoding="utf-8"?><actor version="1"> <castshadow/> <group> <variant frequency="100" name="Stables"> <mesh>structural/pers_stables.dae</mesh> <props> <prop actor="props/structures/decals/dirt_4x4.xml" attachpoint="root"/> <prop actor="props/structures/decals/celt_sb1_mud.xml" attachpoint="root"/> <prop actor="props/structures/persians/stable_horse_a.xml" attachpoint="horsea" minheight="-20" maxheight="1.7"/> <prop actor="props/structures/persians/stable_horse_b.xml" attachpoint="horseb" minheight="-20" maxheight="1.7"/> <prop actor="props/structures/persians/stable_horse_c.xml" attachpoint="horsec" minheight="-20" maxheight="1.7"/> </props> <textures> <texture file="structural/pers_struct.png" name="baseTex"/> [...]Prop-points in armatures When creating prop-points for meshes that are animated (in other words, when they have an armature/skeleton) the prop-points are created with bones. These bones doesn't need to have a vertexgroup in the mesh, but they're required to have a name with the prefix "prop-" or "prop_" just the same as when using empties.These bones also need to have a parent bone, which will inherit it's movement (location and rotation)Animating these bones would not have any effect when the animation is imported into the game.When defining prop-points on animated meshes, nothing changes. It is the same procedure as normal prop-points. Other useful tutorials in this forum: Import/export assets from Blender to 0AD and baking AOHow to export animations from Blender to 0ADLowpoly modelling tipsHow to create textures with Blender3DIt would be nice if Stan could post also some guidelines to create these prop-points called dummies in 3DSMAX in this thread too1 point
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Look like he get graphical lag now. lol But I still enjoy his commentary. Good to get insight from casual player.1 point
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Age of Empires 3 did something similar with the copper and silver mines. They both contributed to the "coin" resource, but I don't think they had different gather rates.1 point
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Every new release of 0 A.D. requires a new Rise of the East release (since so much things changed in the base game, rendering it incompatible with the previous Rise of the East release). But don't worry, things are getting ready for a new release (we already are in the release process)!1 point
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The development version is for developers and modders. If you just switch to SVN because you want to download only the differences between Alpha releases, then you end up downloading much more.1 point
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If you only want to patch you should get development version (SVN).1 point
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You can use SVN if you want incremental updates. But patches and binary files is a difficult combination. We prefer to put our time into other features.1 point
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I right click on a building to attack and all my units just stand next to it idling! They are not idling, but capturing. Capturing currently has no animation, so it looks like they are idling, but they are actively draining loyalty from the building. If you want to attack a building (or siege engine), use the Ctrl+Right click command. Capture sould be second so you attack first and if you want to capture you give them a command via short-cut or UI.1 point
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The best way to support the development is to help out if you are able to. Even if you are not a programmer or 3D modeler there are still things you can do. Everything from helping out with translating the game, to improve the documentation, to telling people about the game. And most importantly to play the game If you want to support in a financial way, please see http://play0ad.com/community/donate/ for more information on ways to do so.1 point
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workS!!!! how can I rotate the props? nevermind ...rotating the empty And then I was fixed1 point