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  1. Who said it was going to be Google? It was you?
    3 points
  2. They are indeed... The rise of the Mayans begins just after the collapse of Mycenaean Greece, but predates the advent of the archaic period, at 1000 BC, and continues into the classical and Hellenistic periods... Monumental architectures starts around 500BC in the mid-Pre Classic period, the classic period starts around 250 AD and continues to 900 AD. But the last independent Maya city didn't fall until 1697! They have a loooong history... @Wesley You also have to keep in mind that all the civilizations currently in vanilla are interconnected. They might not all have faced each other in battle, but at least they all sort of knew about each other and traded either directly, or indirectly. Romans and Chinese for example knew about each other, if only vaguely.
    2 points
  3. Introduction This is a guide covering how to import assets from the game to blender, create a second UV coordinates, bake the AO maps and export again. The game's buildings are usually divided in different .dae files (one per diffuse texture used) Usually, they consist in one main ".dae" file located in "meshes/structural" and one or more ".dae" children (props) that are attached to the main file, this "prop" daes are located in "meshes/props". (this is not always the case) In this example, we're going to bake the AO map for the celtic civil centre. 1.- Import the mesh into blender3D Inside blender, remove the starting cube, camera and point light. Go to file->import-> Collada (.dae) and select the .dae file to import. This building consists on three files: celt_civic3.dae, celt_civic3_props_1.dae and celt_civic3_props_new.dae If blender shows an error importing: *Note: The file may be imported rotated -90º in the X axis. To solve this, simply center the pivot point at the origin with SHIFT+C, select the cursor for your pivot point, select the asset and hit "R" for rotate, "X" for the axis, and then type "90" on the numpad and hit enter. Each time you import an asset, it is important that you create a new material with the name of the .dae or the texture that is going to use if you know it. This will let us separate the object again after we join all the meshes together. 2.- Set up a new UV coordinates. Select all your meshes and join them with CTRL+J Go to "object data" panel, scroll down to UV Maps menu and click the "+" sign to create a new UV coordinates. --Select the building, enter in edit mode with TAB. --Open a window with the UV/Image editor. Click in "new image" and "ok" in the pop-up menu. This creates a new 1024*1024 black image where we will bake the Ambient occlusion. --Now let's unwrap the model automatically. Go to object mode, select the model, use "CTRL+A" and select "apply scale" this will recalculate the scale of our building, so the polygons could be unwrapped nicely. --Enter "edit mode" with TAB. select all with "A" and hit "U" and select "Smart UV Project" in the pop-up menu. --In the next menu select the following settings: 3.- Baking the AO into our new generated black image. Preparing the AO settings: go to the "world" tab in the settings panel, mark the checkbox of Ambient occlusion and set it to "multiply". Scroll down to the "Gather" pannel and change the samples to something between 20-25 --We have the model ready to bake the AO map. Go to the render tab, scroll down to the "bake" panel (click on the "bake" pannel if it is closed) and use the following settings: --Then click "bake" and wait until the baking process is completed (this will take a while depending on your machine) --Once finished, you can hit "N" in the viewport to open a toolbar, go to the "display" menu, and click in the "texture solid" checkbox. This way you can see the AO map we have just generated on the model and check if it has been correctly generated. ------If you see black strange black faces where it shouldn't, the polygon normals are probably facing the wrong direction. This could be fixed selecting the black faces and then hit "W" and select in the pop-up menu "flip normals". ------If you find the problem where there are dotted black parts, it's probably because there are two or more polygons overlapping each other. You'll have to tweak the model sightly to fix this issue. --Once the bake is finished and you're happy with it, remember to save the image generated so it doesn't get lost. In the UV editor select Image->save image As... 4.- Separating the mesh by materials Now that we have our AO map, and the model has a second UV coordinates for the AO, we have to separate it's pieces again and export the parts one by one. To separate by materials, enter "edit mode". Make sure you don't have anything selected hitting "A" twice. Go to the materials tab, select the first material on the list, and click "select" button. This will select all the faces that have that material assigned. Once selected hit "P" and select "selection" in the pop-up menu. Repeat this step for each material (prop) you have imported. NOTE: Now that you only need to export the objects into .daes again, is a VERY NICE moment to save the .blend file in case the export process goes wrong. 5.- Exporting the meshes back to .dae files. This is the last part. You have to export the objects one by one. Make sure the following requirements are met: - There's nothing else on the scene except the mesh you want to export (even hid objects breaks the export) - You have to remove every material applied on the mesh. - There are no lights, armatures or other objects in the scene. - You have your object selected. Then you simply go to File->export-> Collada (.dae) and select the file to export or overwrite the old one. After that, reload the .blend file and repeat this step with the rest of the objects (or hit CTRL+Z a few times until you get back the other meshes and repeat the process with the next one) I hope it's somewhat understandable and useful .
    1 point
  4. Hello there! It has been two month now that Im working on a complete change of 0AD in the Warhammer fantasy universe (Not 40k). For now I am focusing on creating buildings and units for The Empire and Chaos factions. The first two faction that will be playable. Then All others will come! If anyone is interested, you can gather more information on my Patreon (everything is visible for non patrons) https://www.patreon.com/kertitprod Discord channel is also setup if you want to ask me questions and to get more frequent news! https://discord.gg/NGvthbP
    1 point
  5. Sí, está implementada, dado que 0ad (archivo public) es un mod en si mismo. Para que un mod tenga traducciones sólo hace falta que tengas (hacer) los ficheros *.po *.pot para cada idioma que quieras. Esto se puede hacer a mano o usar transifex (como lo hace wildfiregames para 0 A.D). Para más info mirate los ficheros *.po *.pot de 0ad.
    1 point
  6. blender 2.78 I'll find the update button next week. or something. making and
    1 point
  7. Here the .dae, i belive not, haven't checked if they do. wolf.dae
    1 point
  8. I agree and I understand I'm just saying that if people want to debate what's in or out its easily fixed with a menu tweak that calls to several white lists.
    1 point
  9. I think the Mayans are contemporaries with the Greeks
    1 point
  10. In terms of territory, both of those maps depict the Aksumite empire at it's height during the 6th century AD. The Kingdom of Saba is not known to have ever exerted political influence in East Africa. The Biblical Kingdom of Sheba is tentatively identified with the Kingdom of Saba, but Ethiopia has a much stronger national narrative claiming to be the seat of the ancient kingdom, and currently possessing the Ark of the Covenant, housed in Axum. Personally, I think the history is too obscured, intertwined and semi-mythical to try to draw absolute conclusions. I remember reading about Sabaean inscriptions from that altar in Ethiopia explicitly mentioning the "red Sabaeans" and the "black Hebrews" essentially living in the same place. The black Hebrews here refers to the Ethiopian Jews (Beta Israel/Falasha), who are thought to have established themselves in Ethiopia around this time. It's all a bit fuzzy..
    1 point
  11. The Sabaean Kingdom or the Kingdom of Saba was a South Arabian (Yemeni) kingdom that flourished from the 8th century BC (or earlier) to the 3rd century AD, with a capital city at Ma'rib. They were an extraordinary people and another one of my personal favourites. They were master masons, built some of the world's first proper high rise apartments, were engineering experts (ma'rib dam) and rich from the Indian Ocean and Red Sea trade in incense and myrrh among other things. They actually fought a war with Rome, with an unclear outcome, at the same time that the Romans were fighting a war with the Kushites in the first century BC. They had a very strong African connection, and explicitly Sabaean artefacts, inscriptions and architecture are known in Eritrea and Ethiopia, during the time of the African Kingdom of D'mt. It has been thought in the past that D'mt was an offshoot of the Sabaeans, but these ideas are being abandoned. Sabaean influence is undeniable though. African and South Arabian populations mixed in Ethiopia during the 1st millennium BC. During the later Ethiopian/Eritrean Aksumite Empire, the same people that destroyed the Kushites, the Aksumites actually also conquered South Arabia, then under Himyarite hegemony, (early 6th century AD), including Saba, and even attempted to conquer Mecca using war-elephants, but failed. So there's a lot of back and forth, that has been going on for thousands of years. Even today, Eritrea is absorbing the bulk of the refugees from the war in Yemen, and in the past, Ethiopians, Eritreans and Djiboutis worked in Yemen in considerable numbers. They're all distantly/vaguely related, somehow. To be honest, I want Sabaeans more than I want Garamantes, lol In a perfect world, it would be like this: Early Arabs (north and south): Nabataeans (Northern Arabia) Sabaeans (South Arabia) Proto Berbers (West and East): Numidians (North Algeria/Tunisia) Garamantes (Fezzan/South Libya) Sabaeans, mmmmm.... Temple of Awwam at Ma'rib: Sabaean script: Sabaean bronze: Libation altar: Incense burner Traditional Yemeni architecture, a tradition dating back to the BC period: Examples of explicit Sabaean influence in Ethiopia: A Sabaean altar in a temple to Almaqah, the Sabaean supreme god, in Tgray, Ethiopia. Sabaean inscriptions clearly visible: Sabaean inscriptions from the temple at Yeha, Tigray, Ethiopia. Yeha is thought to have been the capital city of the Kingdom of D'mt:
    1 point
  12. Do you plan to have any way to toggle the aura indicators on and off? It could make a group of units look fairly cluttered without that option. Also, do you mind sharing the reasons that you removed Athens and Sparta in favour of a single faction while keeping the Celts the same (Not to sound is if I consider the approach you have taken to be inferior to what the official game has to offer.)?
    1 point
  13. We have no lack of people who want to decide on gameplay as a whole. The gamedesign plans where one doesn't know which individuals will implement them, doesn't how they can be implemented, doesn't know when they will be implemented by the envisioned individuals are doomed to remain pipedreams. The plan usually put forward by gamedesign proposals is that someone invents a fun game concept, and then Wildfire Games is supposed to implement that. The reality is that Wildfire Games is not a company, doesn't have any employees. The people that have worked on 0 A.D. and pyrogenesis at a time, throughout the soon two decades of existence one way or another were countable on one or two hands. When they worked on it, they worked on it in their spare time. In contrast, some commercial companies that provide comparable "triple A" RTS games may spend millions on hundreds of employees. What a single person can accomplish in their free time is very small, in particular when every possible alternative proposal by players shall be taken into account. S, to be honest, what 0 A.D. needs is more people who are capable and available for years to work on 0 A.D as a whole, so that they can decide on 0 A.D. as a whole and then implement 0 A.D. as a whole. Gameplans that decide on 0 A.D. as a whole without being able to plan an implementation with our current technical C++/JS implementation is not able to estimate the amount of work that is needed for that plan, not able to demonstrate the feasibility of 'the whole'. So it should be I'm pointing this out because if we only get "someone who decides on gameplay as a whole" without the proof of concept, we might actually worsen the situation for 0 A.D. as a whole, because it removes the freedom of the contributors to plan what they will implement. They are degraded from the developer to the programmer. I do get that the point that is often brought about is that developers can keep adding random stuff if they didn't subscribe to a common vision. But it seems rather that this is due to the absence of experience with the game and existing game concepts (implemented and not implemented), rather than the lack of "a person who decides on the game as a whole". (Also notice that Wildfire Games as a whole should decide on 0 A.D. as a whole in an ideal world (i.e. no time and effort cost to gain knowledge and take decisions and no possibility of mistakes due to partial knowledge).) But that's reversed. If we didn't had to spend past and future years on defects (and too long or sometimes emotional discussions on minor details), we could instead spend (and have had spent) our time on implementing new features and mechanics and revisioning the game. Depends on whether "planned" means "scheduled" and what threshold one defines for "major", because we have several lifetimes of plans on trac issues, in the old design documents, in forum threads. And I guess everyone has desires and imagination of the potential 0 A.D. could become, but fails to develop them (both figuratively and literally) because of the reallife constraints (the time it takes to implement it). I can provide a recent example. From August 2017 to February 2018 I worked merely on fixing bugs of the rmgen codebase. There was no space for any imagination, because there were just defects in the code that consumed months to rework. While doing so I gained a lot more knowledge on the gamedesign background, what the authors of these maps and map library methods (Spahbod, matei, Mythos Ruler, FeXoR) had in mind (or at least published) at the time of authorship. After most of the defects were gone and after months of time to think about the essence of that codebase, I gained the freedom to envision and implement the Kushite mapscripts, 'as a whole'. Exchange the program folder worked on, and we get the same storyline that we would need for someone who will work on formations/batallions, or a history mode, or as in this thread, many news civs. I elaborated on this because (a) it has potential for damage if put into action as is (spending time and effort on possibly unrealizable project ideas), (b) the same is stated by others in other threads, (c) there are no hypotheticals or conditions in that statement. I agree. On topic, it would be great to have many more civs, but they should IMO be part of separate games that use the same pyrogenesis engine. Like the 0ad mod for civs between 500 bc and 0 ad, the 500ad mod for the civs between 0 and 500ad, and so forth. Then if someone wants to go bananas and do extremely ahistoric fights, they can launch the games as mods simultaneously. 0 A.D. has the claimed purpose to inform players of the history of each civilization. So there should be a historical campaign for each these civilizations that should be more fascinating visual entertainment than any movie or documentary while the player gains the knowledge without any efforts to blindly learn it, like in school. At least that's what I would spend my time on before spending equal amount of time adding more civs. (Though I still think that the celtic tribes that aren't britons and aren't gauls, north of rome are missing if we want to implement the early history of rome in a campaign.)
    1 point
  14. OK so this makes anything I do boring and sane by comparison. Whew. Stone age civ's with ride-able diprotodon coming up. In a year or three. https://en.wikipedia.org/wiki/Diprotodon#/media/File:Diprotodon_optatum.jpg For those that don't know it is a giant extinct relative of the wombat and the koala. One got chased down a hole, the other up a tree and the rest died out.
    1 point
  15. there will be another soon, on borg mod xD
    1 point
  16. There are several North American Indigenous tribes that are matriarchal though colonial governments refused to see it in fact they made laws forcing patriarchy on all tribes being Canadian this is actually part of current political events example war chiefs where chosen by clan mothers for specific terms and even dismissed for any disrespectful act.And yes this is documented just not commonly known as it does not fit dominate cultural myths. Enjoy the Choice
    1 point
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