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Enrique

WFG Retired
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Everything posted by Enrique

  1. Interesting unit. I wonder if they were used in 0AD timeframe. Here's the AOE3 unit: http://aoe3.heavengames.com/php/units/units.php?n=xpMantlet
  2. Looking awesome so far! Honestly, I like how "busy" and full of things it looks with so many props. I'd say adding some barrels and removing those circular baskets (they'll have probably the same polycount) It's a good thing you try propping with "helpers/empties" (don't know how they're called in Maya ) so you can learn how to add them: -Place the empty/helper on the center/origin of the barrel/prop, parent the prop to the empty and rotate/move the empty where you want to place it on the ship. -Name the empties/helpers like "prop_barrel1, prop_crate1..." so we can know which prop they're referencing. -Before exporting the ship, remove the props meshes and leave the empties, and parent them to the main ship, exporting the ship with all selected. Here's the public repo where you can find a lot of props already in-game: http://svn.wildfiregames.com/public/ps/trunk/binaries/data/mods/public/art/meshes/props/ You can use barrels (wrld_barrel_a.dae) baskets (wrld_basket_a/b/c..) sacks (wrld_sack.dae and wrld_sack_rough.dae), crates (wrld_crate_a.dae) etc and you don't have to worry about texture them. Can't wait to see it textured
  3. Nice. Some ideas for the props: For the weapons, you can make some kind of weapon holder like this: I'd add two or three more barrels and shields. If it's not too inaccurate we can use some shields like this? Adding shields is a good move because you're "filling" the ship with playercolor without having to worry in the ship textures, so it would be nice if they're visible in both sides of the ship (maybe in the interior like you did instead of the exterior because of historical accuracy) I think it's almost ready to sail! keep it up!
  4. Howdah final edition? Tattos final edition? (maybe I could try painting some white parts also but idk)
  5. Nice, in the same folder as the swords and shields you can use barrels (wrld_barrel_a.dae) baskets (wrld_basket_a/b/c..) sacks (wrld_sack.dae and wrld_sack_rough.dae), crates (wrld_crate_a.dae) etc Just remember to name the helpers with the same name as the prop .daes that are going to reference to set it up in the ship actor (but starting with "prop-")
  6. Yes, I think. The helper should be placed in the "center" or "pivot" of the object, because the game will use that point to add the prop. The helper size does not matter. The helper is the 3D coordinates position where the center of the prop will be. But the shield/prop scale does matter when placing the helper. i.e. You want to place a barrel in the deck, but if the barrel is bigger than it's scale in the game, you'll place the helper higher than it should be, because in-game it'll show it's normal scale and will appear "floating" and not "resting" in the deck. I'm not sure if I explained very well
  7. But this will remove the "special" in the definition of "special building" of the army camp :/
  8. I'm going to throw my 2 cents here about the army camp. Less hp than a fortress (it's mainly wood) garrison max of 20 with an expensive or dual technology to increase up to the current 40.
  9. The answer is to drop realism/historic accuracy to benefit gameplay/fun. As TheMista said, this is achieved by testing.
  10. Those plates appear to have different colors because of the specular light reflected (except the golden ones). Making each plate looking different will destroy the effect of looking like metal at normal camera distance. And the texture with the grunge you added with greens just don't look natural. I think you're worrying too much for some detail that's not going to be visible unless you play with maxed zoom. Back to the howdah topic... I took another run through the whole mauryan civ thread and found this interesting image posted by lilstewie I think it looks more "heroish" than a normal umbrella Here's a preview of the non-textured howdah model I'm working on:
  11. Thanks for those references lilstewie. I have the parasol already modeled I'm working on the howdah texture, I'm about to make it highly decorated golden thing with some mauryan symbols
  12. That is weird. I'm not a 3DMax expert, but as far as I know, they should be in their correct scale once imported. Scaling the .daes will mess their position in the final ship, because the prop is placed in the helper position. Here I made the same .dae imports into blender and they seem have a correct scale: Let's see if someone from the Art team with more 3DMax knowledge can help us with this. If not, I guess I can place the helpers/props in the ship for you, but it's better for you to learn the process.
  13. Shields and weapons meshes here: (starting with maur_shield_* and for weapons maur_long_sword, maur_mace_gada, maur_spiked_mace...) http://svn.wildfiregames.com/public/ps/trunk/binaries/data/mods/public/art/meshes/props/
  14. Shields, barrels and weapons can be propped in via empties, (I think in max are called helpers or something like that) To place them where you want: Import .dae files from the game i.e. a weapon, barrel, crate.... Then create a helper and parent the weapon to the helper. Place it where you want, and name the helper prop-weapon1, prop-barrel1, etc ​To export the ship with the helpers Remove the meshes of the barrels, weapons, etc imported and leave the helpers. Parent all the helpers to the ship Export the ship with all selected with the ship as the main selection After that, in the ship actor (the .xml file of the ship unit) we will tell to the engine to put the props where each helper is located (helper rotation is also saved). This way you can have other props with other textures in your ship
  15. Wow! Superb Ndragu!! My only requests are to change the texture tone of the "covered-house like" part at the back of the ship to distinguish better from the color of the deck (or add it some detail) and make the oars a bit bigger/thicker. Also you could desaturate the crates color a little bit, and add or change them for barrels Almost there, keep it up!
  16. Found a nice illustration: Source: http://indianhistory...-and-india.html
  17. That screenshot is taken with more than the allowed zoom in normal games, I don't think such level of detail is going to be noticed, but is up to Pureon if he wants to fix it Very nice work on the turbans. I tried to do them and I know it's difficult to make them look good. Nicely done.
  18. Those images are hard to distinguish I have found this, but I don't know the period :/ From this page: http://bladams.tripo...litarymight.htm
  19. I didn't understand. Here's the texture I made if you think you can make some good looking grunge.
  20. The armored elephant is a champion unit. It does not gain ranks. The non-armored elephant will have up to 3 riders, one more each gained rank. Adding grunge maps to the metal make it look like wet from a distance, looks ok when zooming, but I think is not necessary. EDIT: @lilstewie: Something like this is too inaccurate for that period? -> http://www.ibiblio.org/britishraj/Jackson1/img/p000Elephant.jpg
  21. WIP Update! (tatoos are placeholders) Still not sure about the hero elephant turret. I don't know if it should be a "war turret" like hannibal or a comfortable hero-throne with a kind of umbrella for roof/protection. Opinions please
  22. The blade should have more than one triangle to make the form, but there's no need for thickness
  23. There's no need to add thickness to the blade, is not going to be noticed. Also the parts of the sword do not need to be part of the same mesh (but it should be from the same object), that will help you with topology.
  24. That's too much detail for a weapon. Consider the normal camera zoom level, you will not be able to see so much detail even at full zoom. The blade shape looks good though. Try to do it under 70 tris
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