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Stan`

0 A.D. Project Leader
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Everything posted by Stan`

  1. Is it part of the horse mesh or separate ?
  2. Glad you fixed it. Enjoy the game. I guess it's to force the player to expand, but I don't think there is a simple answer to this.
  3. For the HDRi thing, you can either replace the scene sky by an environnement texture and use an hdri, or download the pro lighting skies by Andrew Price (the free version)
  4. Don't let that list take tasks away from you though just do what you like
  5. Dunno if it's my phone screen but the colours look off... :/
  6. Maybe your svn got corrupted ? Try running svn cleanup
  7. Yes. Yeah cause they got half the resolution density of the rest so that people can do what's in the art design document... Basic Human Template - 6th image
  8. Well I guess you could do what do what @wowgetoffyourcellphone wanted and take the arm armor out of the texture, so the unit could have one or two protected arms. But I think that's one of the good skeletal texture we have
  9. Yeah the old one indeed fits better. Why does it need to be updated ?
  10. Using an elaborate enough data visualization, it might be possible to also give interesting data to players watching the game in replay mode
  11. You could use photo texturing... That's what I do They are the best use of the texture space though, nearly 100% Some models just need animating. Also I can texture animals, but I can't animate them, so you could do that and I'd handle the rest Italic Helmet : Looks nice, maybe some more edge wear also why is the bronze less dirty than the rest ?
  12. Sighs... That was a long post to write. Teel free to ask me if you have any more questions @Iakobos
  13. It depends on your OS. You also need the SVN or the GIT version of the game.
  14. Hello @Iakobos First of all let me welcome you to the forums and let me thank you for your interest. Before I begin with what you can do there are a few things I need to clarify first. Some of those maybe obvious, but it is important things are clear before you go on (And I hope you will). All new artists start as external contributors (understand without the possibility to commit art to the repository) . Then after a certain amount of contribution a consensus among the current team artists and the expression of the will to join us, the contributor gets an invitation All external contributions (especially animation) must come with ALL the source files (.blend, .psd, .max, .maya...) (So do internal contributions, but that's another topic) All artists should sign the legal waiver See also : Art Dev. Task tracking Now that I'm done with this, I will actually answer you with the best of my abilities. Notice the post is quite long which is why it took me so long to answer (It wasn't possible to do it on a phone) We also have limited time, so this won't definitely be a problem. Having regularity is nice but is by no means a requirement. Artistic only contributions are fine, as we don't have funds for art anyway. However I'd appreciate it if you could point out flaws in our documents when/if you find some. Collaboration is definitely possible, artists willing to work for open source projects definitely do not come out of the sky. We do value people's privacy. So I won't reveal anything you told me unless you want me to. I understand your concerns about working for free and the issue that would arise for customer you charge for it. Hence if that's okay with you we will only use your username in the game credits, or none at all depending on how you want to be credited. As for the portfolio itself I cannot say much as I am not as seasoned artist as you are, other than : you should be able to help Okay so as I linked a bit earlier in this post all the current tasks are (or should be in this post) Here are a list of things you might be interested in Icons For icons it would seem the only thing we currently need is a "back to work" icon https://trac.wildfiregames.com/ticket/4019 (Mileage for mods may vary) That being said if you feel like improving some of the existing icons feel free to go ahead. Icon size vary, rasterized image are for the art source (for the future only) the game only uses png. Illustrations For illustrations the main thing that would be nice to have are some new main menu backgrounds to complete the missing factions (eg the celtic factions) I will give you more information on how it's done if you are interested Another type of thing we need are hero portraits (see the "Portraits" section of the art dev task thread) If you have some time you can look at this Modelling If you are up to the task you can finish the gate of all nations We also need more sizes of rubble for destroyed buildings. Animation (Plenty of work there) Animal list (not exhaustive). All those animals need to be either made, textured, or animated. Yes of course. Most of us are using it now. You might no be aware of it but we use a NON-PBR workflow (Diffuse, Spec, Normal) and we use texture atlases to reduce the number of texture needed. All the buildings from a given civilization use the same texture. Hence why ambient occlusion is baked separately. Some of the objects have only a diffuse, some have more. Some use object color where you specify a color that will be multiplied using the alpha channel. Some have alpha transparency, the rest use player color (where the alpha channel is replaced by the color of the player owning the entity) Normal maps are DirectX height is in the alpha channel to generate a parallax effect. The engine is OpenGL though. Don't worry we will guide you through this I wrote a script that will basically make it really easy for you, (if you know how to copy files in a folder and run a python script) https://github.com/StanleySweet/0AD-Skeleton-Generator Some of the animated objects reuse armatures, but you can't do that for let's say a hen an a human. Well @LordGood is the leader of the art dpt, I just happen to be the messenger...
  15. You need to recompile the game I am afraid because of the following files source/gui/MiniMap.cpp source/ps/CStrInternStatic.h
  16. Yeah that's the one, sorry, it's hard to quote posts on a phone.
  17. I could have quoted this one as well yes. My point was just that the game isn't just Antiquity. Indeed. Though it was mostly removing time bound material (eg civs) than removing all the art. The last time we discussed it flora and fauna could stay in the main bundle as they are more reusable than let's say britons.
  18. This is just the basic (read automatic) review process. After that people (including me) will look at the patch for oversights. If nothing too problematic is pointed out and @vladislavbelov feels confident enough to commit it, it will end in SVN.
  19. Yeah though as @wowgetoffyourcellphone said they are just separate mods not a complete game. The engine should be split eventually (and the public mod as well). I guess @elexis gave up on that...
  20. There are. I'm not sure they are compatible with 0 A.D.' s license though. Someone with enough motivation could take the STK code. Maybe @fcxSanya could like he did in the past for the STUN code. @wraitii worked on something like that. With a little polish and the suggestiona I made thete we could make the game a bit easier on low end pc. @Alexandermb I have no issue whatsoever with you making higher quality art (lol) My focus at the moment (For 0 A.D. not the mods) is making the art assets repository robust. Consistency, Tidyness, Low Maintenance requirements. On consistency the important thing is to avoid big gaps of quality between assets so nothing looks out of place. Respecting Texel density is important because it basically tells you what resolution objects will be. If your unit is 512x512 then your big shield is gonna be 256x256 because it takes half of the unit while your helmet with either be 128x128 or 64x64 depending on the size it has. A kite shield would be something like 128x256 because it doesn't need to be square. One thing that is also important is to not use useless geometry. In general you are fine but some little optimisations can be made here and there like I remember deleting all the hidden faces of some peytrals because they never could be seen. And while one or two units were fine when 200 are moving it can make a significant difference. Last but not least I think we should prioritize the assets dragging us down like the bear or the stuff missing animations. Art is also everything else than the units and it has to be up to par. I still suck too much to update the terrain texture but it'll have to be done at some point. Just look at how hyping is the new vegetation by @LordGood and @Bigtiger (Keep them coming guys !) We have to remember that we are also the showcase of the good art open-source world. How many time have I heard : "if it's open source it's ugly", "Artists working for free are either lame or a disgrace because they make people think they can demand things for free". On the mod front my goal is to showcase the power of the Pyrogenesis engine with mods covering all eras (pyrogenesis-1944, pyrogenesis-1861 - Civil war, Stella Artis, TM, Millenium AD @Bigtiger's mod) even the futuristic ones so we are not" just an AOE clone", just a starcraft clone" Good art is good for reaching people and future contributors. That creates the missing links. With @Sundiataupcoming devs reports maybe we'll reach more people. There is a big and important caveat with that. Since we have the time to do good we should not rush things like current games do. People care less and less about optimizations since you can "Just buy more RAM man". I believe it's not okay to waste 100GB of HDD just because you can. Sure we can't support everyone but we also have to remind that a lot of devs in the open source community ( the guys actually making the engine worthwile) work on thinkpad laptops with no dedicated graphic card on some obscure linux distribution and we need those guys too :))
  21. Sounds like the issue reported on trac recently. Would need Itms's fix for the CPu detection
  22. I remember @Nescio unifying somrthing related to it.
  23. Hey @Iakobos I don't have time to answer right now but I'll contact you in a few days to discuss possible contributions
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