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Posts posted by Stan`
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Can you formulate a request ?
(for example : "I would like to have a steppe cliff with some grass on it.")
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So those days developpement around atlas is really active, so I decided once again to try help the team.
So here is what I plan to do with those meshes.
- I can make new ones if you want one for a typicall reason
- I will make water immerged versions for the game that will have an aura, and deal damage to ships.
- The smoke is a placeholder in Blender it won't be in the final version however the geyser will.
- I hope at least some of them will get in the game.
- If they don't I will release them as a mod so people who want to use them will be free to do so.
Here is what I've got so far. It's using the game textures. Any feedback is welcome.
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You did use it it's just that IK's disappear when exporting
So you only got bones
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Yep, it's the correct one. and i have one suggestion:it's more easier make some moves when there's a bone between the upper and lower part of the skeleton, So you can move the pelvis independent of the upper side. it's possible make it with out it, but that will take take more coordinated moves between the pelvis and the spine.(right now the pelvis bones moves all the skeleton)i don't know if this would make larger files, if it does i can keep working with the actual rig, it doesn't matter
Enrique has the word on it, I can't really say anything ^^ Just hopes it doesn't break my archer. In the blender file the IK were in the middle of the torso so you could move everything independently.
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There is an issue when bones are exported from .dae files to c4d, that's why the Y axis was pointing where normally Z has direction (90 degrees). And that's happen with every bone as a single item.
What i did was import the main model and bones from f_dress.dae, take out he binding, rotate every bone to his correct position, and then binding again. I'm losing textures and scale but i'm working on it, and also i'll have to make again all the animations... but i have the ideas, it wouldnt take me so much time. Even they probably will be getting better.
And yes, i already downloaded SVN thanks to enrique. I'll put the animations on a gameplay as soon as i can
Are you using the correct rig though ? If it can't close the hands it's the old we need to get rid off.
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I'm close make it work
, also i'm downloading C4d r16 right now ( obviously a totally legal version
)...I hope to clear this today and tomorrow continue animating
Oh what did you change ?
Great news !
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http://forums.cgsociety.org/archive/index.php/t-1000014.html
Try this.. For now I can't import it/fix it, sorry about that. Can you try 1.5 collada also ? We never know.
Also, I don't know if you can but try to test it on C4D R16, they fixed broken files on the release notes.
I hope if I can't fix it you won't be discouraged to work with Blender. I am really sorry...
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i'll keep trying figure out how make it work...if i can't...well, i would have to learn how to use blender
Not that hard. However, if you can send me à 90° rotated anim we could try to see if it fails ^^
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Import is bad in Blender and 3dsmax, though in 3dsmax only the weights are lost.
Do you have any options to apply scale ?
Also which axis is up on C4D ? In Blender and 0 A.D Y is up.
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Yes, c4d work's on:
3D Studio (.3ds)
Allplan (.xml)
Bullet (.bullet)
COLLADA 1.4 (.dae)
COLLADA 1.5 (.dae)
Direct 3D (.x)
DXF (.dxf)
FBX (.fbx)
Illustrator (.ai)
RIB (.rib)
STL (.stl)
VRML 2 (.wrl)
Wavefront (.obj)
Could you upload the FBX here ?
Also make sure you are using 1.4 and not 1.5
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Do you have a fbx importer ?
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Take you time !
Did you manage to get it in the game ?-
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Maybe a more muddy riverside
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I find the gathering fruit anim a bit too rough when she is bending down
For the building one you could make her stand up and go down since you master transitions-
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Stan, you should've stated that.
So what kind of plants would you need ?
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Unless I misunderstood what you're pointing at, I don't think corn or reed could enhance the the looks of the Stone and the grass around it.
I meant for the riverbed ?
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Lion, I wouldn't have any problems with this map landing in the official game, but I'm pretty sure that it needs to be fully finished first.
Stan, I must say that it looked simply epic on my 1080p IPS screen but now that I look at it from my notebook I must indeed say that it doesn't look very cool. It looks fine in-game though.
That's weird. I was thinking I could do some plants, maybe Enrique would accept to get in the game. Do you have anything you'd need ? (I don't know reed, corn etc.)
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I sent an e-mail to Enrique, Lordgood and Pureon, telling them about all the tickets
I know you guys are not checking often Trac so I thought it would help you if I linked you to the tickets that need attention.
- This one is for the menu, currently we have only one background but we have a lot of artworks that could work as ones :
This one is about the Pers CC, it's a recurrent one with carpet flickering. Pureon did move some but apparently it's still there:
http://trac.wildfiregames.com/ticket/2630
This one can be closed now that we have the rotary mill, thanks to Enrique and myself :
http://trac.wildfiregames.com/ticket/2437
This one requires a design decision, or a beautiful Lordgood tower remake. (Keep in mind gauls were not supposed to have towers) I submitted some patches to fix it (Make it both garrison holders, or none) :
http://trac.wildfiregames.com/ticket/2437
This one is a long term one but I added some files that can be deleted :
http://trac.wildfiregames.com/ticket/2524
Brian suggested a way to improve ships. Since it's a very long simple work, it could be added to beginners tasks. I put it here so you know about it :
http://trac.wildfiregames.com/ticket/2986
These tasks are finitions it's about helmets, You can review them in the official art task thread I think, I made the list, so we can close them, or I can improve my helmets.
http://trac.wildfiregames.com/ticket/2292
http://trac.wildfiregames.com/ticket/2293
http://trac.wildfiregames.com/ticket/2288Enrique could you please review my last archer anim, someone told me it was way better but I wanted your advices. I plan to make it a bit longer to add little pauses, and to make it like it is hard to bend the bow.
Thanks for reading. I know I'm not in the team but I thought that could help you guys. If I can do anything more (Close/Open Tickets, work on specific tasks, tell me).
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That picture bugs me... It lacks something... Variation of texture maybe ? We really need decals like this :
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I have an NVIDIA graphic card.
Could you attach the logs ? (You could have an hybrid Nvidia/Intel card) and that sometimes causes issues.
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I ´d suggest you drop by IRC and ask leper or Philip. And/Or create tickets for it.
[TASK] Eyecandy Mod
in Art Development
Posted · Edited by stanislas69
<offtopic>
I could make a single big mesh waterfall but then it would not be cliffs but waterfalls.
Obviously that would allow different heights of water but no units could walk on it, so it would be pretty useless, don't you think ?
</offtopic>
EDIT : Also lion please use spoilers when posting big images