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Zaggy1024

WFG Retired
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Everything posted by Zaggy1024

  1. We've been thinking about that for a while, and we may do it, but if it requires artists to modify models, then it wouldn't be so great...
  2. Considering the turret rotates around one point, it would probably work to just have the projectiles originate from the center of the turret.
  3. Yeah, that's one of the things I would one in an improved/overhauled animation system, but taking the focus off gameplay for a new animation system would be a bad idea...
  4. Could you try to make sure that there aren't any seams in the textures' UVs? I think it would be preferable to have slightly stretched textures and few to no seams rather than no stretching and tons of seams...
  5. Nope (without making ugly code in UnitAI.js, at least). (Another reason to make a new animation system, but that's probably not gonna happen)
  6. Khopesh, are you planning to use Blender to rig the new meshes, or Max?
  7. I guess it wouldn't really make much of a difference whether the turret was an entity or an actor. But if we make it a prop, then I guess we would have to mix the behavior of normal units with that of ships/towers so that they can fire while moving but the player can still control whether the unit is attacking and what it's attacking.
  8. Props are actors, and actors only affect graphics, not simulation. Actors currently can't take any information from simulation (that I can think of) except which animation they're playing. Entities are what define what units can do.
  9. Before: After: wraitii: Is there some way you can make the waves curve to fit the shoreline? I think that would probably help to make them not seem as fake...
  10. I don't usually worry about framerates when I'm animating, because the game interpolates using bones between frames. Sometimes animations don't get interpolated correctly in the engine, though, and when that happens I either bake the animation (which makes almost all the frames have keyframes), or make the animation longer. I'm not sure what the engine uses, but the Collada files store an up-axis value, so you shouldn't have to worry about that (I'm not sure if the engine uses that value, though, but if it doesn't, then I guess the engine does use Z-up). Each animation goes in a separate file. About the villagers (I assume you're talking about female citizens): They should have an animation for slaughtering domestic animals, but I don't think they'll have any other attacks. Cavalry can gather and carry meat. I don't think we have any plans to have humans on ships.
  11. No, the biped still doesn't work in Blender. I don't have any ideas to get it to work either, other than just making a new rig and set of animations. Hopefully Khopesh will be able to make the new animations, if that's what we do (which we very well may, considering Mythos wants new human models).
  12. The biped rig still hasn't been figured out, and I'm not sure that it can be fixed without remaking all the bipedal animations... :\ But you could work on animal animations instead of biped animations.
  13. If you don't do it right, we can always ask you to change the things you did wrong (which is what usually happens in applications), so don't worry about that.
  14. It would be really nice to see animals acting in groups instead of each animal just separating from the others when a hunter comes in range of them, too.
  15. What's the error? Edit: After checking, it seems I'm getting the error too... I'll look into it, but since I'm not a programmer, I may not be able to fix it. (and even if I did figure it out, someone else should probably fix it, since they're the experts and not me ) Here's the error, if anyone's wondering: Edit: The error only occurs when "Random" is selected in the civilization selection menu and you try to start a new game.
  16. Some buildings have foundations that would work fine with ground that isn't flattened completely (except some of the props like barrels which are supposed to sit on the ground), but since there are also buildings that wouldn't work well with bumpy terrain, there would have to be something (in the buildings' templates, maybe) to tell the engine which buildings need flat terrain.
  17. Did you create the actor file and select the actors list in Atlas? (look at Basic3DImplementation to see what I'm talking about)
  18. I don't think anything but completely flat will work, because some buildings (like the Greek civil center) have floors (or tiles in the case of the Greek civil center) that wouldn't look good if the ground underneath isn't completely flat.
  19. You probably shouldn't worry about ambient occlusion since one of our programmers is working on a script to automate the generation of the AO.
  20. What do you mean? If you mean variations, then you can make as many as you want, I'd say. You can make "prop" models which are added onto the main model, and change independently from it, so you can make different layouts of things like barrels and crates without adding to the size of the game significantly. Each civilization has its own structure texture(s) which you can use. Normal maps, bump maps (or heightmap used for parallax) and specular maps are all supported (the shaders were added only a few months ago, so most of the models don't have maps). For the normal maps/bump maps, we have the normal map use RGB (as it would normally), and the bump map is stored in the alpha channel.
  21. I made a .ico (with different sizes) out of it and it looks nice on my taskbar. Can you post a zip of the model and its textures, so I can fiddle with it?
  22. I like the one without the commas this time, but I think having spaces still looks better.
  23. I liked it with the commas and spaces, it makes it easier to tell which numbers go with which resources.
  24. There seems to be an odd seam on it (it's visible in historicbruno's screenshot, too). Edit: Heh, I just realized what the seam must be... It's because the texture is repeating, right? Also, are you planning to make the textures animated instead of them sliding across the faces? (if so, how's that coming along?) And how bad would the performance be if it had some depth testing to find out what the water's transparency should be?
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