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Enrique

WFG Retired
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Everything posted by Enrique

  1. Remaining To-Do for mauryans: -Docks (I'm currently working on them with LordGood concept) -Ships (I think Amish was going to make one ship) -Walls/Gate (concepts already done by LordGood) -Market (I think LordGood concept is too big, I have some stalls already modeled) -Farmstead (Pureon took this one) -Corral (Pureon is on it) -Asian elephant (Zaggy requested some changes on the model for animating) -Ox trader (Gen.Kenobi is on the texturing/animating process) -Head Gear & hero textures -Wonder / pillar
  2. African elephant UVs fixed. Now the tail is set to it's corresponding texture space, the neck is also fixed and some extreme stretching has been fixed also. In addition I've commited the "prop turret" for the temporary support elephant. It will need some more playercolor though. Suggestions? EDIT: I'll resume soon the work on the armor while working on the docks, but I think Zaggy wants to make some changes on the asian elephant, so I'll focus on the texture rather than the armor geometry
  3. Hello ndragu!, bine ai venit! Nice work examples you have there! For starters, I recommend you a quick read of the Artists Design Document. There are things outdated like the polygon counts etc, but there are other things that you may find interesting: http://trac.wildfire...tDesignDocument Question: Are you only interested working in the Bronze Age Mediterranean Mod pack? We have currently moved our Art department forum to public and there you can see an approximate roadmap our Art Dept Leader made some time ago: http://www.wildfireg...showtopic=16220. There are several things already done and it has to be updated but you can get an idea. As you can see, you have a ton of gaia/flora assets to choose as well as some remaining buildings to do for our last civilization included currently in developement: Mauryans. (next will be ptolemies but we are still collecting references) If you are interested, you can try with a small asset to get the workflow to get it into the game, and after that jump to whatever 3D asset you want to work in
  4. Yes it works, you can test check it by yourself
  5. Hi, You need a material with "parallax" on the name (parallax is almost the same as normal map). The current material you are using (player_trans_spec) uses transparency as playercolor and then a specular map (for shiny parts). The error is probably because 1.- The material is expecting a specular map. 2.- The normal texture you are trying to use is probably not "understand" by the material. Check this post, it has some things about the materials and textures explained: http://www.wildfireg...120#entry260821
  6. We agree with both of you. Playercolor in the stables will be a little bit less "vibrant" and we're going to make it a little bit more noticeable in the rest of buildings (now they're hard to tell from a distance) The models are not needed to be touched, just the textures, this makes the fix easy
  7. Not yet, still finishing propping the stables, and I'll come back to work on this
  8. I wonder why he's saying that the linux version does not let you play multiplayer? leaving a reply on youtube video now...
  9. You mean the water troughs or the shields? EDIT: BTW, are we going to animate the elephants inside? or should I add ambient occlusion to them as well?
  10. Water troughs is a very nice idea. I should came up with it before What about this:
  11. Yep! I'll fix it quickly Done! Celt fortress decal seems to fit nicely
  12. It's in Any other models you think are ready to get them in-game? docks? walls? Hmm looking now at the screenshot I think it needs a placement decal
  13. These to me are really strong arguments. My vote goes to 100% health needed.
  14. Yes, rebuilding the whole model is the fastest way and makes much easier to UV map it. Before rebuilding the models I tried some other methods, but rebuilding was the fastest/easiest way. (Note: You'll need the latest blender version 2.65 for this to work) You can try to join all the meshes into one in object mode, selecting all of them and CTRL+J Then, go into edit mode, select all with "A", hit "W" and select "remove doubles" Again in edit mode, select all, CTRL+F and select "tris to quads" After that, select all in edit mode, hit "spacebar" and type "limited dissolve" and select it in the spacebar-search list This will clean triangles, doubles etc but will leave you with N-Gons (more than 4 edged polys) which I don't really like to work with. But gives you cleaner topology than the original sketchup import. At this point you'll need to mark seams, UV unwrap, map the model into the texture and don't forget to convert everything to triangles before exporting into .DAE
  15. Someone will correct me if I'm wrong but imo: Props are static respective to their "parent" but they can be animated. And IIRC the props inherit the state of it's parent, so if the hull is moving (in moving or "walking" animation) the wheels will look for a "moving" animation and play the rotation or whatever animation they have assigned to move and play the "idle" animation (stop) when the hull is in the same state/animation
  16. I'm going to try answering some questions. First, about the transparency. The transparency is handled different depending on the material used in the xml actor: If you use a material with "player_trans" means that the transparencies in the texture will show playercolor. If you use a material with "basic_trans" means that the transparencies will be handled as basic transparency, achieving the effect needed in the tank wheels. Therefore, you'll need different .xml actors in the unit. (example: main actor the hull with playercolor, and attached to it the props of the turret [also with playercolor if there's no transparent elements], and the wheels with basic transparency) To enable the normal/parallax and specular effects, you need to do the two following changes (and have a graphics card/driver with good OpenGL 2.1 support) -First, you need to make some changes on the .cfg file of the game. The best way to do this is making a new copy of the file binaries\data\config\default.cfg an rename it as local.cfg Open the file with a text editor and make the following changes: Set preferglsl=true (this enables GLSL mode) Set gentangents=true (this enables AO, normal/parallax, and specular mapping) Set materialmgr.quality=10 (value 10 to enable all the effects, 5 to enable only some of the effects, or 0 to turn them off) -Second you have to specify the correct material in the .xml actor files in order to use the effects. I've already explained the transparency differences. basic_trans_parallax_spec -> this enables "basic transparency", "normal/parallax" map and specular map (i.e for the wheels) player_trans_parallax_spec -> this is like the first, but with playercolor (i.e. for the turret and hull) player_trans_ao_parallax_spec -> this one enables the same as the above, but also "Ambient Occlusion" map (I think you don't need it because the AO is already in the diffuse texture) You can find all the material files in the folder "0AD\binaries\data\mods\public\art\materials". But I think those two first are the ones you're looking for. Final note: When specifying the texture's location in the .xml actors, you have to tell the engine which type of texture is, like the following example (not sure but I think It has to be in this order): <textures> <texture file="structural/rome_struct.png" name="baseTex"/> <texture file="structural/rome_struct_norm.png" name="normTex"/> <texture file="structural/rome_struct_spec.png" name="specTex"/> <texture file="structural/ao/rome_market_struct1.png" name="aoTex"/> </textures> For more information about the graphic options, you can follow the link that Pureon posted: http://trac.wildfiregames.com/wiki/Manual_Settings#AdvancedgraphicsGLSLonly I wish you good luck with your project!
  17. I think we should try on the cloth texture first and test how it looks on the models we already have. I think playercolor will be more visible this way. If it looks weird because the stretching we'll need add more on the struct texture. (or at least increase the transparency to get more intense playercolor) The last option I guess would be adding details of playercolor here and there (geometry), but that would be a little more work. Be my guest in texture edits you're far better than me.
  18. Please go ahead! looks awesome! I like the touch of the semi-opened door that where the wood is stored, although it doesn't show up in the screenshot
  19. Ok, If you come back to try the effects, make sure you have the needed settings set to "true" in the .cfg file or they will not show.
  20. It's in . The stables will need more rework, the scale right now is bigger than the fortress, so I'll have to make it smaller.
  21. If you want normals/parallax, specularity and transparency, you should use this material: <material>basic_trans_parallax_spec.xml</material> EDIT: If you want add parallax effect in top of the normal bump, you should use a black and white image as the alpha channel of the normal map.
  22. Actually, those images already have normal and spec maps. (I think parallax is not supported in blender GLSL yet, or I don't know how to set it up)
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