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Enrique
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Everything posted by Enrique
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IMPORTANT!!! We are making a call to all contributors to help with Seleucid references and concept art!! for units and specially buildings!! Help us to shape this civilization as historically accurate as possible!! Since historical pictures/references are so scarce, we ask to our skilled concept artists contributors to help us laying out concepts for seleucid buildings!! Thread --> http://www.wildfiregames.com/forum/index.php?showtopic=17651 - Seleucid elephant- Head armor prop(s), golden armor texture (and new mesh if skills/time permits) References: http://s3.amazonaws.com/photos.prod.jewishboston.com/photos/77392/seleucid_war_elephant_large.jpg http://1.bp.blogspot.com/_WemHOssXe6c/TQwGaougmHI/AAAAAAAAAE4/i7KcY9oTrwY/s1600/Raffia%2B6s.JPG - Ptolemaic and Seleucid helmets - Work in four helmets started nicely by Sighvatr. Tutorial for guidelines on how to finish them in the thread: http://www.wildfiregames.com/forum/index.php?showtopic=17924 References for the helmets and related tickets in the Art dev. Task tracking thread - New Iberian barracks design - We want concept artists to come up with concepts for updating the Iberian barracks. The concept needs to fit with the current Iberian building set. - Celt war dogs - We need two new models for celtic war dogs Hound/Wolfhound and Mastiff. Models, Textures, Rig and Animations needed! - Mauryan OX - The Zebu model is done. Needs a good Rig and idle/walk/run/death animations for the trader cart. Thread These are the highest priority tasks that we would like to finish for A17. The most important task of course is references and concept art for Seleucids, since there has been very little content gathered for this civilization compared with the two previous crowdsourcing civilizations. For non-essential and eyecandy tasks, you can check the Art Dev. Task tracking thread.
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===[COMMITTED]=== Ptolemaic/Seleucid Helmet Props
Enrique replied to Sighvatr's topic in Completed Art Tasks
Here is the work done so far by Sighvatr on the helmets for contributors to finish them and create the textures. You can follow the tutorials in this page for one approach on how to finish them (not need to follow them if you know other methods of texturing) ptol_helm_props.zip -
Some architectural references: http://4.bp.blogspot.com/-8Fp46aTV4pw/TskYhxzHdII/AAAAAAAAAW4/Hdc0ktbF6Iw/s1600/Antioqu%25C3%25ADa.bmp http://commons.wikimedia.org/wiki/File:CapitalSharp.jpg (from this page) More from Hatra city
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Seleucid architecture. Must read (from this page)
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That's a good looking animation Strannik! May I ask you how you animated it? used spline bones or something? Looking forward to the rest of the animation set
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Impressive map! So much attention to detail. The only thing I would add is some particle clouds here and there, which are visible from the camera view when playing. Nice work!
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Fighting techniques references
Enrique replied to Enrique's topic in Tutorials, references and art help
If someone is interested in how a non-practice would look like, here is some fencing with more intensity and speed. However, due to their speed is hard to use them as reference. Looks cool though -
Fighting techniques references
Enrique replied to Enrique's topic in Tutorials, references and art help
Spear VS sword and shield: Slinger movements & bible histories: https://www.youtube.com/watch?v=ELYea2UDfeY Two-Handed sword fencing: Celts & Iberian weapons VS roman equipement: -
Fighting techniques references
Enrique replied to Enrique's topic in Tutorials, references and art help
Basic sword counter attacks: https://www.youtube.com/watch?v=HvHirUVdX_c Sword & shield fencing: -
I've been gathering swordfighting techniques as well as other weapons used in 0AD's timeframe to have references for animations that the new meshes will have. I try to look for realistic/historical techniques rather than hollywood/coreographed moves. I have quite a big list so far, but I thought posting some of them in case someone is interested in fencing techniques... there are some videos that explain well the uses of shield as well as lost techniques that were probably used, as well as slow, easy moves where its easy to extract nice poses and basic stances. I enjoyed (and learned) a lot while watching them and I think they're quite interesting, so here they are: Ancient archery technique: https://www.youtube.com/watch?v=M1KC1Os-_NE Viking bigshield techniques:
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Hello Nantchev, welcome! Sorry for replying so late but I've been busy these last days. I wanted to ask, when you say animation is your strength, do you refer also to rigging? We have some modeled animals made by Micket that need rigging and animations: - Rhino - Oryx - Cheetah - Auroch - Partridge - Gorilla The animations needed for each one are: - Idles (two or three variations, the more the better) - walk - run - attack (two or three variations, if applicable) - death I'll try to help you with whatever doubts you may have about the process of getting the animations in-game. However, I use Blender3D for everything so I cannot give you technical detail about other software if you use it, but someone may help you here in the forums. The animations should loop (except death animation, obvious) and you'll have to create your own rig for best rig usage/animation. You can use IKs and other constraints since the animations need to be baked frame by frame in order to export them to .DAE format (but some constraints may not work properly when baked, depending on the 3D software) Feel free to ask any questions and tell us which task you'd like to start. Looking forward to your contributions!
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Ni-mate is no longer free, and you have to purchase a license in order to use it in any project.
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I warn you this is not an easy task to achieve: - Find a free and opensource program (much of the pioneers are now propietary software) that is capable of translating kinect data into blender-usable data. - Be able to calibrate the kinect in order to get rid of sliding and movement noise. (This would be probably the hardest part, since you'll need good blender knowledge and kinect-blender software skills to do the calibration) - Set the basic human armature for recording. I'll take care of the bone retargetting for getting the animation into the new armature I'm developing. The person who wants to experiment with it will need to take some time to find and learn the software for getting the data into blender, and it's difficult to help from the forums since not everyone has a kinect to make tests and help with it. However, no one stops you from getting into it.
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Stan, the idea of this thread is to use kinect for recording motion capture files. Motion capture files = MoCap files. Yes, we are. But you'll have to get around almost on your own (there are blender users in this forum that can help though), but since no-one have kinect for that matter and try with you.
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It sounds good! I guess you can make a homemade pop filter with stockings and a hanger. It may get rid of some pop effect. Some examples: http://media.soundonsound.com/sos/may05/images/shieldmicshieldhome.l.jpg http://www.soundonsound.com/sos/nov02/images/studiosospopshield.gif http://www.wikihow.com/images/a/a7/Make-Pop-Filter-Step-4.jpg Just google "homemade pop filter" and you'll see
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The error there is the mauryan prop. If you remove that prop, the mauryan roof will not show
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If you combined the two meshes into one object with ctrl+J then the game just read it as one object. If you didn't join them and there's no error in atlas it may be that the collada exporter in blender is getting better and now can handle more than one object and joins them automatically. But no, props don't appear in the actor automatically, you have to set them up in the .xml
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I think the problem in the texture is that the height and width are not powers of two. (this image is 1600x1200) needs to be 512*512, 1024*1024, 2048*2048, etc OR 512*1024, 1024*2048, etc...
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Open the IPO curve editor, select all the bones, go to the first and last keyframes and: select al the points in the curve for that frame -> "V" choose "vector. This removes the "ease-in, ease-out" velocity of the animation using curves. I'd explain it with images but I'm running low of free time lately :/
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This problem are normals facing the wrong way. (inverted normal faces do not result in error when importing) To solve this, you can try with blender "auto correct" normals: -Select the object and TAB to edit mode. -Select All with "A" -Hit Ctrl+N to recalculate normals. If this auto correct is not perfect, you can always flip the faces of the polygons that you want: -In edit mode select all the faces you want to flip normals with shift-right click to keep adding to the selection -When you have all the faces you want to flip normals, in face mode hit "W" for the specials menu, and select "Flip normals"
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This error usually happens if you have vertices or edges that are not conforming a triangle. These are called "loose vertices". To get rid of them: -Select your mesh -Hit TAB to enter edit mode -Hit Ctrl+TAB and switch to face selection mode -Now make sure to select all the faces with "A" (or double "A" if you had anything selected already) -Hit "H" to hide all the selected faces -HIT Ctrl+TAB again and now change the mode to vertex selection -Toggle between "select all" and deselect hitting A some times and look for single vertices and delete them. This basically only "hides" faces and polygons, and then switch to vertex mode, so you can only see vertices that are disconnected from your mesh. DAE files throws that errors when trying to import single vertices and sometimes single edges.
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Smooth LoS looks amazing in my PC, also gpuskinning is required to show normal maps on animated actors like elephants etc. I hadn't any problem since I activated those tbh
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For Windows users who have installed the Alpha release, to enable high quality graphics, navigate to Users\<user>\AppData\Local\0 A.D. alpha\binaries\data\config. Create a text file named local.cfg. Any lines added to this file will overwrite the lines from default.cfg. Copy/paste the following lines to local.cfg, save, then restart the game. ; System settings: waternormals = true waterbinormals = true waterrealdepth = true waterfoam = true watercoastalwaves = true waterrefraction = true waterreflection = true watershadows = true postproc = true ; Quality level of shader effects (set to 10 to display effects) materialmgr.quality = 10 ; Prefer GLSL shaders over ARB shaders (not recommended). REQUIRES gentangents=true. preferglsl = true ; Experimental probably-non-working GPU skinning support; requires preferglsl; use at own risk gpuskinning = true ; Generate tangents for normal and parallax mapping. REQUIRES preferglsl=true. Incompatible with gpuskinning. gentangents = true ; Use smooth LOS interpolation; REQUIRES preferglsl=true. smoothlos = true
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This. This one looks really sweet. If we ever have campaigns in the game, the cities should look like this. Very nice work. You should add a little bit of post processing effects and some more details along the coast and enable waves and that's a really nice promotional screen shot