Enrique
WFG Retired-
Posts
2.338 -
Joined
-
Last visited
-
Days Won
96
Everything posted by Enrique
-
http://trac.wildfiregames.com/wiki/Manual_SettingUpAGame You have quite a lot of information in the wiki... accesible from the upper right corner of the forums on "developement"
- 1 reply
-
- multiplayer
- match
-
(and 1 more)
Tagged with:
-
I will start working on the Ptolemaic Military Settlement. As a remainder: Please post here before or when you just started to work on any art task. Thank you
-
Testing the SVN version against one Aegis AI I received these errors. They started after destrying one of his CCs. No strange behaviors during the match, only those errors. IIRC the errors did not start right after destroying the CC but shortly after. The map was the skirmish map "sicilia"
-
===[COMMITTED]=== Ptolemaic Elephant Tower
Enrique replied to Sighvatr's topic in Completed Art Tasks
You simply need that the UV coordinates of the mesh correspond with the texture you want to use. You export the mesh (as .dae) into a 0AD folder (normally in \0AD\binaries\data\mods\public\art\meshes\structural or \props) And you save the image that you want to use as texture (normally in \0AD\binaries\data\mods\public\art\textures\skins\props or \structural) Then you create an .xml file (or modify an existing one) where the game will know which mesh to load, and which texture to apply (these .XMLs are called actor files) This is part of the structure of an actor .xml: It's not showing the full file, but there you can see that you put the mesh ".DAE" path between the <mesh> tags, and then the path of the texture(s) between the <textures> tags that is going to use the model right after the <props> tags. It may look scary at first, but it's quite simple. In this example the elephant uses the "color" texture (baseTex), an specular texture for reflections (specTex) and a normal map for bumps and extra detail (normTex) OR You can just zip the .dae file and the texture and post it here lol -
===[COMMITTED]=== Ptolemaic Elephant Tower
Enrique replied to Sighvatr's topic in Completed Art Tasks
You have two options, save all that text like a document and rename it with ".dae" extension, or just browse through the same path in your local copy of the game to find the ".dae" file -
===[COMMITTED]=== Ptolemaic Elephant Tower
Enrique replied to Sighvatr's topic in Completed Art Tasks
Yep! looking good. You can try to import a unit and even an elephant from the game so you can scale it accordingly. The unit meshes are located in http://svn.wildfiregames.com/public/ps/trunk/binaries/data/mods/public/art/meshes/skeletal/ and there you have m_pants.dae, m_tunic.dae etc... The elephant mesh/meshes are in the same folder (elephant_asian_male.dae) I think it's the asian one the one used by ptolemies? if not elephant_african_forest.dae You have the instructions to import 0AD assets into blender in the first section of this tutorial: http://www.wildfiregames.com/forum/index.php?showtopic=17542 -
That's looking very nice indeed! I've recently added a bunch of helmets that we're going to need for ptolemies and seleucids to the Art task tracking thread. That one is very similar to the "officer helmet" that we need. This is the ticket: http://trac.wildfiregames.com/ticket/2288 This is the reference (we need bottom left and bottom right helmets): Feel free to open a ==[TASK]== thread if you'd like to work on helmets, we need plenty of them
-
===[COMMITTED]=== Ptolemaic Elephant Tower
Enrique replied to Sighvatr's topic in Completed Art Tasks
ok I didnt understand it. Please continue -
===[COMMITTED]=== Ptolemaic Elephant Tower
Enrique replied to Sighvatr's topic in Completed Art Tasks
The shape looks better, but I think it needs to be deeper though. You should get rid of so many faces, the topology of your first WIP image is what you should aim for. That last image is too much unnecessary geometry for just plain faces. Remember that you can make the ledge "disconnected" from the rest of the mesh, so it makes it easier just to add like a "ring of only 4 sides" around the perimeter to make the ledge. -
Hi LAVS, glad to see someone working on sounds! I'm going to give you a list, but I don't know if all of them are going to be needed/can be implemented, just to throw some ideas that can be discussed: -Technology research complete - "Not enough resoruces" sound when trying to train/build something. - New phase reached. (But I think the plans are having different sound tracks for each phase, not sure though. But a sound for each phase also would be nice to have) - "Mine depleted" sound. - "Healing unit" sound. - "Animal captured"/"unit converted" sound - "Hero unit trained" / "Hero unit death" sounds - "Battle noise sounds" <--- This could make a great addition to mid/big fights (people shouts, swords/armor hit sounds) - More (and better) unit death sounds That's all I can think of right now. We also need more/new building selection/construction sounds, but I'm not at home right now and I cannot remember which are needed, but I think there's a post in the forums somewhere.... I'll try to find it and edit this post with a link. EDIT: More entries to the list gathered from this thread: http://www.wildfiregames.com/forum/index.php?showtopic=17313 - Notification sound for resigned/defeated player - Sound for chat messages (I miss chat messages while in-game often) - Sound for diplomatic changes and tributes received. - Error sound for trying to build where is not allowed -- "Ang!" type of sound or something. - Sound for minimap flares (flares not implemented yet) - Gate lock/unlock (I think they're already in-game?) - Animal deaths / sounds (a lot of them are currently missing) And finally: - Ambient sounds. Big section here (wind blowing cycle, water on rocks, water on river, crickets, birds...) As you can see it's a long run, If you think it's neccesary, I could try to maintain a Sound task tacking thread updated like the art one, I'll just need some time to make a full precise list of what is needed.
-
Hey DukeDiamond! Any update to share with us?
-
Hello Arishia, any updates on this? It looked almost finished
-
Newcivs..., HistoricBruno already told you a few days ago about qBot not being maintained (and will be removed) in another post that you started... http://www.wildfiregames.com/forum/index.php?showtopic=17849&p=278756 it was the 2nd result searching qBot in the forums... You also put "Aegis bot" on the title, when I think you're speaking of qBot...
-
===[COMMITTED]=== Edfu Temple (Wonder)
Enrique replied to DukeDiamond's topic in Completed Art Tasks
So... I started remodelling my old egyptian temple building and testing its new textures... I recorded a video of the remodelling session... I stopped recording when I realized that it wasn't a timelapse lol. I uploaded it anyway, so you can take a look at the current state of the model (still far from finished) but watching the whole video must be incredible boring . -
I am able to record matches finally! This one is me vs Mythos_Ruler in the new Alpine Valleys Skirmish map.
-
List updated with several unit helmets for Ptolemies and Seleucids under the "Unit Props" section.
-
-
Mauryans: mount archer on "Vachii Gaja (Elephant Archer)"?
Enrique replied to raymond's topic in General Discussion
I'm guessing you are playing Alpha14 release... This is fixed in SVN version and will be in the Alpha15 release in December. All asian elephants will have brand new animations as well as archers for this particular elephant you're talking about. To be specific, it will have 1 archer on the back with basic rank, two with advanced and three in elite. Here's a preview: -
I think they're looking much better. We're going to need a texture for the doors. The gate is still looking too big for my taste, but I can't be sure judging only from the screenshot.
-
Nice, Arishia, I like the trapezoid shaped one. I'd suggest to try another portion on the texture that may look even poorer (the portion that the houses use I think it could work). I think what LordGood says may be some kind of vertical beam or woodframe at the animal entrance. The entrance is so open that it certainly looks that it could not hold the walls up. The railings are looking better, I'd ask you to make them a tad thicker, to be able to see them from max zoom-out ingame. Nice progress so far
-
Nice! it looks like a nice start. The texture is already done, you just have to map the model to the texture. You can find it here: http://svn.wildfiregames.com/public/ps/trunk/binaries/data/mods/public/art/textures/skins/structural/ptol_struct.png For the props you can create your own or use the props of other buildings. They're mainly cubes for crates and cylinder-like barrels. If you're able to import .dae files into 3DSmax you can grab the geometry from there. The buildings are in the following game directory: /binaries/data/mods/public/art/meshes/structural/ The only problem I see in the model is that there's a lot of geometry wasted in the fence to make it look less sophisticated. That geometry could be used in other details of the structure, props, or just keeping the building as lowpoly as possible if there's no need to use them. EDIT: It's not mandatory to use helpers to add props. There are portions in the mentioned texture for crate, barrels, food, etc... that you can use in order to make them with the structure without the need of having the props in a separate file and adding them via helpers. Nice work so far, keep it up!
-
These are in-game tiles... I'm not really sure how helpful that could be to get the right proportions and scale when modelling. In my experience, the best way to have a good scale reference is to import an existing building of similar size as the one you want to model into the 3D software you are using. EDIT: Also keep in mind that the Art Design Document is very outdated, but you may find something interesting or useful though. EDIT2: Some more tips and guidelines: Tips & requirements of the engine: - Approx triangle count for buildings: small 2k-5k, mid 4k-6k, big 6k-8k, wonders 8k-12k. - The engine uses .DAE (Collada) format for models and animations. - The engine does not render double-faced polys, so if you want a polygon with both faces rendered, you need to duplicate it and flip the normals. - The engine does not tile the textures like blender does, so when UV mapping, keep the UV islands within the texture space. - We use two UV coordinates, one with overlapping UVs for diffuse, normal/parallax and specularity and another non-overlapping for AO maps. - Building models need to extend below the ground (-Z axis) because it can be visible when the building is constructed in uneven terrain. - To get the correct scale it is very useful to import a building from the game into blender as a reference.
-
Sure, no one is working on it at the moment. I'll update the list. You have two nice corral concepts by LordGood in the "ptolemaic structures" thread.