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privateer

WFG Retired
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Everything posted by privateer

  1. Those are good links Mate. That's where I learned from to begin with. I did learn that you could not keep the public.zip in it's original place and add the extracted stuff by trial and error. At lest in Alpha 4 Kyriakos, You will see files with the pmd extension. We have several options to convert them to Collada. The pmdtocollada Python script and a Windows only stand alone version that does not require Python be installed. If you want any of them just let us know.
  2. In your installed version it will be 0AD/binaries/data/mods There you will find a public.zip Move that file to a safe place and then extract it. Move the extracted public back to where the zip file was. So the path will be 0AD/binaries/data/mods/public Then you'll see a bunch of folders under that. Look in art/meshes/structural
  3. On useing Poser. Poser is not a model creating application but an animation application for the most part? And I believe you need models made for Poser to get them to work with it. As most of the models are high poly and NOT free that would be a few problems right there. Even the free models may not allow the useage under 0 A.D.'s licenseing. And all the model's I've seen were very high poly compared to what is the current needs for 0 A.D. Please correct me if I'm wrong as I have not tried Poser since waaaaaaaaaaaay back!
  4. One free cross platform 3D modeler I like is Misfit Model 3D It does not export to the Collada format but AutoDesk has free FBX Converters that fix that problem. They are also available for different Operating Systems. What I do is export to the obj format, convert to FBX then convert the FBX to Collada. There is also a free Collada converter that uses java. Whoola Collada Converter It does not save texture information but that does not matter for 0 A.D.
  5. When I click on links posted here a new tab opens but both tabs go to the link. Is it just me or is there something I'm missing?
  6. Bryce 7 can export Collada so you should be OK if you create the work in Bryce. I do know Bryce had a problem with importing any format except the obj format. I do not know if that issue is solved or not. Testing with Bryce 7.1 and importing known good Collada files from 0 A.D. will not export. All the base obj files i worked with to create the 0 A.D. files will import and then export to Collada with no problems. There is some extra info in the final Collada files that is not used by 0 A.D. but I don't think it matters.
  7. I'm very impressed with all the samples! About 5 years ago I went to Los Vegas and saw Cirque du Soleil perform. I was blown away by the music!! And I consider myself a Hard Core Heavy Metal type Guy. I now listen to thier sound tracks, but Live is UNREAL! (The composers are fantastic!) Apoctolyptica suggested by a friend in Finland. (Metalica by Concert level Musicians!) And even my Cousins playing of the Bag Pipes! (That I'll have to post pictures of but he is not bad!)
  8. Smaller Ships should move slower then the bigger Ships in some cases. A Ship rowed by one or two Guys should not move as fast as one with 30 or 40 rowers and several sails. Building Ships, no matter if a small fisher unit or a large War Ship should still be done at the desiginated point as is done now.
  9. Myself? I avoid any Game that looks like I'm watching a Cartoon. It may be the greatest Game in the World to others but to me it comes across as an insult to my senses. That may be due to my time in service and my thought that any type War should not be protrayed as a Cartoon. When Fred Flintstone starts hacking at people? I am offended in a way that goes beyond words! Cartoons should not be used to make any War seem acceptable. Not even in a Game. War is blood and death in a very gory and long lasting, disturbing way. It's enuff that we have some realistic Games that desensitize kids nowdays. Make them into a Cartoonish Game? I have a great fear of what the outcome of that will be.
  10. Read this section to start. The whole document is a good resource. There is a working python script that converts the PMD files, or a stand alone version for Windows if you don't know how to run python scripts. (Or your lazy like me. ) The bones are not converted at this time however. Once I get the last few problems sorted out on my system, I'll get that section finished.
  11. Hi Alex,

    It's good to see you here my Froggy Friend!

    Have you downloaded and played this Game yet?

    It is WAY Cool!

  12. Thank You Erik. Alex started as a Beta tester for GWX and earned his place as a Dev on that Team. I started teaseing him long ago and called him Adrian Monk (from the TV Show) back then. He is quite the 3D artist himself now and a very nice Guy and valued Friend. As a side note, The House is rescaled. I've also started a new Trireme and a new Barracks. On the barracks I'll finish the rough prototype for approval before commiting to it completely. I have the rough shape so far and will only UV it enuff for a Go or No Go on it.
  13. Hi Alex, It's a great bunch of people here and I will need to earn a place with them. So be nice my crazy French Friend!
  14. I use Deep X alot for many reasons. Some of the dae files would not open in it so I had to figure it out to save my sanity. I used EditPad Pro to view the dae files to see what was going on. Near the bottom of the file is a section that starts with this: <library_animations> and ends with this: </library_animations> Just cut that whole section out and Deep X is happy. Regards!
  15. Thanks for all the comments and help everyone. I'll rescale it and get the files to where ever they need to go ASAP. Regards!!
  16. Just slightly bigger as I based it off of the image I was given to work with. I used the door from an existing house then rough scaled around it. It can be scaled down if need be. And faces count is 261 Here's a shot of the original House next to the one I did.
  17. The House finished and ready for the final import. 273 faces total.
  18. I figured out my problem with the building not showing. I had things in a subfolder that should not have been there. I'll finish UV mapping the rest of the building and adding the needed props and such now. @Ykkrosh OS : Win7 SP 1 (6.1.7601) CPU : IA-32, Intel Pentium 4 3.40GHz (1x1x2), 3.41 GHz Memory : 2048 MiB; 1068 MiB free Graphics Card : NVIDIA GeForce 7600 GS OpenGL Drivers : 2.1.2; nvoglv64.dll (8.17.12.6099), nvoglv32.dll (8.17.12.6099) Video Mode : 1440x900:32 Sound Card : Realtek AC'97 Audio for VIA ® Audio Controller Sound Drivers : wrap_oal.dll (2.2.0.5) @Wijitmaker The render was done with double-sided enabled in Deep X. The model is single sided though. I saw the window sills on the Towers and they look so much better but I can change things if needed. So far this House weighs in at less then 300 faces.
  19. I've been trying the included Demo's and such. I believe those still use the pmd files? Is there a scenerio that uses the newer models for the hele_house_a? I caught that reference to R8. Here's a render of what I'm testing. WARNING! 50 some meg rar file!
  20. Roger Mate. I've finally got all weekend, well mostly except for putting a new battery in the Wife's Triumph, checking the front end of her car, fixing my exhaust on the truck, etc, etc. I'll figure this out and make sure I post the solution for future references. One thing I do use is JSGME to enable any changes to Game files. It allows one click installs and one click un-installs of files. And no files are harmed in the process.
  21. I'll go back through the export process and insure there's no extra stuff. It should only be one object but I'll double check that also. The scale should be correct as I used an existing building to scale to. On exporting with Max FBX, you use mostly stock setting? I've never used the FBX export option before so it's all Greek to me.
  22. Everything is UVed to the same texture and everything is triangles. It's just the walls of a house that I tried to put in Game. Could leaveing the roof off cause the problem? As the back sides would be invisible. I use Max 2008 at this point but I'm doubting that's the problem as the FBX signature in the dae files are the same. Edited the XML file involved as I don't have the prop points and the error messages are gone. (A simple problem as I thought. DUH!) Still does not show in Game yet though.
  23. On testing a new model I got this warning and the model does not appear in game. WARNING: Framebuffer object incomplete: 36054 WARNING: Collada warning: FCollada warning 98: Unknown or missing polygonal material symbol in geometry. I named it the same as an exisiting Unit so it's probably something simple. Maybe an export setting in Max?
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