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Stan`

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

  1. Texturing has, and is still my weak spot, so I'm always trying to improve there, because I intend to give the flora some love. Today I experimented translating a tutorial from http://www.oggyart.com/tutorials.htm a CD Projekt Red environnement artist to blender. I found the link on Khaganat so I thought I'd try it out. In the end I didn't manage to get much of the workflow in blender, but if someone can make it more straighforward please let me know. For now, I just take a vertical picture of grass planes just like he does. Reusing game grass textures I managed to get some new terrain textures. (Files are at the bottom for people that want to try it in the game) I can upload the blendfile on request. grass_texture_1.zip
  2. Sounds great. Looks like I can't upload anything with the moderator right ;/
  3. No problem ^^ I feel like I'm wasting a lot of time doing nothing but browsing the forums these days, so when I try to get productive, I need everything to be squared
  4. If you are still experiencing packaging issues, tell me were to get the latest source (I guess it could be github, but you might have a different branch or whatever) and I'll try to package it for you. Then I can send that file using the forums, or another method, or directly upload it to modio
  5. Thanks for the reference, but please keep it separate from threads like this, it makes finding stuff much, much, more hard
  6. Either that if you feel like covering the history research for 500 - 1000 A.D. Or the Mesoamericans in that same period.
  7. Well we need to finish the factions so tickets need to be created on GitHub to keep track of that. One ticket per task/ unit. There are probably some props that have to be added tickets for those too. To ensure a smooth evolution we need to be organized. All tasks should be listed on GitHub. Mesoamericans would be a nice addition if the quality is up to it.
  8. We should also use the fixed walls I made in the suggesttions for the Gauls thread. I could replace the wooden planks roof with singles. For the hemicycle I don't know what kind of props could be used to make it less bland. Else it'll look like a discover channel reconstruction and that's not something I'd be proud of ^^
  9. My issue with the Corent sanctuary which I still have ready to use by the way is that the roofing doesn't match the building set which as @LordGood pointed out is one of the most consistent we have. I could replace the roof by hay rooves but I'm not sure I like that historical accuracy incorrectness. For the hemicle building why not though again I have currently no idea on how to make it fit the style. (Needs thinking on my end though) If you say the tavern is inaccurate we'll stop using it when we have that building I cant say I'm all for historically accurate buildings and then leave one that isn't.
  10. If you are willing and able at some point we should record voices in ancient Norse
  11. Have a look there: https://trac.wildfiregames.com/browser/art_source/trunk I remade the boar so you'll have that one for next release (A24 not A23 bis) In these folders in an astounding mess you'll find the models and animations of everything we were given. Some are in a 3DsMax format. As of now I haven't found a way to fix the models enough to be able to reexport them from dae to blender. Since you mentioned you are interested in doing animals have a look a the non exhaustive list here I update the first post as often as I can. This is the official thread. If you feel too constrained you can also look at this thread. https://wildfiregames.com/forum/index.php?/topic/22944-fauna-requests/&page=2&tab=comments#comment-355882
  12. Head to trac.wildfiregames.com and read the getting started programmers page and the submitting patches page. If you have any questions either ask them here or on IRC. To create a patch you have to use the diff tool that will basically compare the old and new UnitAI.js and spot the differences.
  13. I hope I'll get in touch with Andrew price someday. That guy is really a legend for me.
  14. Currently weapons don't use specular maps (Most of them at least) They use the color to define the specularity. This has the main advantage not to require more video memory because it only uses one texture. What could be done is what Alexandermb has done with spears is separating blades from the shaft so unlike weapons without that separation only the blade is shiny. We could also use the edge split modifier for sharper edges on some weapons. For Kushites I made a golden/bronze variant for weapons. That could be used. However we have to keep things historically backupped.
  15. @elexis, @temple @gaius Could you go through the process of making a patch ?
  16. @fcxSanya If you have the rights over it maybe you could put it on modio ?
  17. In the art repository maybe I'm not sure.
  18. Did you create a skeleton using this tool ? This will, using the DAE exported file generate a skeleton file (.XML).Each animated model needs a skeleton. Be also cautious on how you name bones. Don't use generic names use something like armaturename_bonename else you'll get collisions between skeletons. I don't know the extent of what you want to do with Maya but if you want to contribute to the game you'll need the pro version as opposed to the student version because everything you do with the student version of Maya is Autodesk property.
  19. Hello and welcome to the forums. For every blender exported animation you can use this In this case though you should use the following Blender files (version 2.69) wolf_animations.zip
  20. C++ Files. Namingly the ones containing sky in the name. You' ll also need to know some OpenGL code because the box is drawn using that. If you only want to mess with skyboxes, Make a mod and in art/textures/skies add another folder with DDS textures. The code being hacky it cant use PNg files. In the thread fixing skybox for maps I gave a bit more insight on skyboxes to Skhorn IIRC
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