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Stan`

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

  1. If you manage to do this like in Rome II that would allow with a tweak units on walls
  2. I'm not sure if I understand the question. What happens is that by default max is set up to work with inches. You can change the parameter to meters, but that's kind of annoying since you have to rescale all your files that way. So exporting to inches, and when you open it in Blender make sure it scale it right and you're done, nothing really problematic here unless you don't know it. I guess it has to do with the SMD format, in valve games I don't think they use some kind of prop support since it is mostly FPS games. Okay I need to explain a bit further here. In max I use the Worm Wall plugin to export in SMD. You have three options : - VTA (Don't know that format, and blender can't import it) - Reference SMD (Guess that's for non-rigged models) - Sequence SMD (For Animations). What happens during importations in Blender (Using the Ox cart as reference); - Using Reference SMD : - As you see Scale went wrong. Everything is one object, and there is no animation stored. - Using Sequence SMD - Animation only with armature.
  3. So let's say if I wanted to use them I'll need to get in the team ? That explain mostly why very good references are really hard to find.
  4. Since water is a prop, you just have to add it or not.
  5. I didn't knew references could be copyrighted, I mean If you want to copy something in an historical point of view you can no ?
  6. Actually I meant fixing the skeleton until better stuff is done. But that's a good idea aswell. Though can't you ask people to give their work under the new license ? Since they are no longer here ?
  7. I was thinking of something more coded : - No gladiators garisonned in the arena = no animation - 1 gladiator, 1 prop with a gladiator - 2 gladiatiors, a training between the two. Creating event like, OnUnitGarison(){if (units_number == 1){load anim1}etc
  8. Yeah sure. We need to fix this for 0.a.d sake...
  9. Well animal animators are hard to find. But When I'll know how to step by step implementing an animated building from max I'll make tutorials for new guys. Sharing Experience.
  10. What kind of files do you want to put there ? What Is great in 0ad is that people coming on this thread will be able to understand what we went through and how we hopefuly fixed it. If we start moving to other places or PMing people will loose the story.
  11. Don't know if my post on taleworlds will attract anyone. Though I know to animate stuff just don't know how to get it the game, so I'm waiting for Wijitmaker to show me how to do it with the rotary mill. I guess if everything goes like I plan I may able to make an arena with gladiators fighting inside during the whole game. Also, that may help to fix the art dev task to animate buildings.
  12. That's right. Do you want the blend files ? Ox cart is WIP, I used it to learn how to make animations, and should be used for one of the civs when I'ts done <--- When I find a way to get it in game
  13. Actually max does *** with that tag blender writes units okay but can't import skeletons the good way. I've been trying an smd exporter for Max, best one you can find on the internet. Blender imports it correctly but screw everything when exporting to collada. Moreover props are converted to bones which is not good... Tried with the OX cart too rigging is lost and moreover scale too.
  14. Well If I export in meters or centimeters size won't be good in the game at all... Yeah but for some reason that importation detail matters.
  15. What about making a C launcher then with WXWIDGETS ? Would be really convenient but separated from the main game
  16. Maybe Iron Nerd may help you is starting to get involved in graphical programmation stuff ?
  17. Done on taleworlds http://forums.taleworlds.com/index.php?topic=20178.new#new
  18. Ask Enrique for the last Dae he had. Well I need to export it in inches.
  19. @Hephaestion What do you think of using the mount & blade system as I said above ?
  20. I'll try to explain things as much as I can. About Axis and scale : In Max there is an option when exporting to collada to choose axis as shown below. IIRC Enrique reported that exporting with z-up fixed half of the skeleton. There is also an options for units. It has to be Inches. And you have to make sure you check blender option import units as shown below. Collada has a tag in the files for that, don't exactly know what changing it does. In blender the skeleton gets face down, but nothing seems to have been rotated. As I told you Blender Custom FBX imports stuff but only props pass by. You can see all the models we made on this thread. Some are missing because I exported it like 300 times. http://www.wildfiregames.com/forum/index.php?showtopic=17630 About SMD's : I'll be busy in the upcoming week but if you give me something really precise to do I may be able to have time for you. Maybe there is a plugin for max. About Max Collada (OpenCollada) : Until collada Max is fixed I'll have to use an older to use it which is version 1.3.0 that we don't want. So we're stuck with Max Exportations. I'm not able to compile the plugin on the internet. About Bone scale : I haven't seen any problems so far see thread for reference. About animations : there is something that can be an issue if you plan to import the dude model and the armature at the same time, because in max they were using the Physique Modifier because it's a lot more easier to use than the skin modifier, but It will break export. Hope I answered everything. Regards, Stan
  21. Nope I had forgotten about smd format tried md5 collada collada max and fbx. In blender used fbx default fbx plugin and collafa importer. We were able to have skeleton and props. But animation was screwed if you look at the logs of irc you may be able to find images of progress. Thing is like i said maybe better animate from scratch now. Anyway what was wrong is that max uo axis is zwhile blender is y up. So things go wrong by 90 degrees even though in the exportation you have the choice. Now wijitmaker gave me pmd source code in c++ for 3dsmax maybe someone could make an blender import export plugin an fix it for there was some bugs. This way we should be able to import models from the game and not be max dependant animore. I may try ultimate 3d if that helps.
  22. I may have some friends in taleworlds forum.
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