Enrique
WFG Retired-
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Everything posted by Enrique
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Ehmm It's like 3 roman CCs now (pretty heavy). I stil have to do some cleanup, but I'll also add more flora so... If you are asking that regarding the AO don't worry, I'll bake it manually with all its props in blender and then export them separately, but conserving the second UV set where the AO image will be mapped . If AO is not the issue, could you please explain?
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Not yet It's going to be a PITA to import it since I'm using several different textures for the flora. I'd better try to finish it first in blender taking some feedback from you guys (I'll also bake the AO manually into one texture, since the structure will be divided into several .daes) BTW, I used the following historical description found in wikipedia, (also several concept-arts are based on it):
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Thanks for your feedback I encountered two problems regarding flora, one is that it wastes a lot of polys to cover a big portion of space (polycount is really high now). The other is that more flora means less space to "walk" through the garden "structure". I designed the building so you can follow a path and use the stairs to get to the top of the building, instead of covering all space visible with flora. Still WIP and there are some places where I want more amount of green, so I'll take your feedback and make it "greener" more screens
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Persian wonder, Hanging Gardens of Babylon. The size is the same as the big pyramid in atlas. It's a Work In Progress render with AO in Blender. (Hopefully it looks similar with baked AO in-game) The water is a placeholder until Myconid implement pretty water with reflections in buildings. Credits to Pureon, I modified some assets he made used on the structure. Hope you like it
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That's the model, I don't know why its so small when you import it. I tried in blender and it imports in the correct scale. The textures that uses that sb_mon1 is iber_sb1.png in art extures\skins\structural I can tell you to get the scale that the pillar is as tall as the handrail on the second floor of the temple. I hope it helps.
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Vote for eihrul in "Gift a Rift" Contest!
Enrique replied to fcxSanya's topic in Introductions & Off-Topic Discussion
Here's some info about the occulus rift, it is being supported by a lot of famous devs. http://www.youtube.com/watch?v=x05UArlTke4&feature=endscreen The vote (If I understand it correctly) is to choose which indie developers gain the "development tools" to work on a project using oculus rift technology. -
Vote for eihrul in "Gift a Rift" Contest!
Enrique replied to fcxSanya's topic in Introductions & Off-Topic Discussion
Voted! I accidentally discovered oculus rift some time ago and I got interested, I also saw an interview with Jhon Carmack speaking very good about the product and I get even more excited about it! Seems a good step forward in the VR area. I expect that next gen consoles will launch a similar product when oculus is out and they clone it or something. Good luck to Salzman -
Nice, looking better. I think the pillar should be higher, It's hard to tell without a unit/structure to compare. You can try to import the current altar used in the game to make it with similar size if you want. For the statue, you can use a goldish texture like this one: http://www.cgtextures.com/texview.php?id=22601&PHPSESSID=8j9cp2c29uhm8gbc20dmsutr02. And make adjustments once you have the statue.
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To see the effects you need to make four little changes in your config first (it's better to create a copy of the config and rename to local.cfg): Directly taken from http://www.wildfireg...900#entry247103
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Yay! I like it! I always have problems deciding which map to play, this one will make it easier thanks man! Edit: Top right corner looks very nice. I like the autumn colors
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You can do it in both ways, since it's just an statue on top of the altar is just a matter of few seconds to split both meshes and add a prop point on the altar, so you can also do it together if you want
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I'm a little busy now with greek buildings but I plan to edit some textures I had from the three egyptian buildings I made (+ some public domain paintings I found recently on wikipedia) that you can use for your houses/buildings if you want.
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Hi Allen, excuse my late answer, I've been out on vacation... I like the second textured one! looks nice! but the texture in angled parts looks stretched, try unwrapping those parts again and reduce stretching. Other than that, it's looking nice! Have you thought or planned to add a statue in top of it?
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Yes, we have an special agreement with CGTextures. You can take a look to wikipedia, there are some "egyptian gods" images/pictures that are public domain. As well as some hieroglyphs that may come handy. But we need murals/paintings and so on. They had everything decorated. I have some basic textures I made for personal fun, but I'd like to modify the textures with the appropiate liscensing to add them into the game. The only conflicting liscenses on the textures used on this picture were the hieroglyphs and the gods paintings/decorations. With some contributors help we may add a egyptian mini-faction . http://www.wildfireg...=20#entry246300
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Hey Idanwin, do you have any egyptian textures/images under CC BY-SA 3.0 license? I've done some egyptian models but I hadn't the time to make hieroglyphics/murals/paintings etc by myself in order to distribute them within the game. And I also support Daniel's petition to share your pics with us
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Hi Allen! Those are looking good! I like the number 1 on your first image, and that new shape also looks interesting, let's see it textured we can use both as variations if needed. Keep it up!
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Post-processing effects test (SSAO/HDR/Bloom)
Enrique replied to myconid's topic in Game Development & Technical Discussion
I receive an error in atlas, It doesn't find the AO texture for the Temperate rock formation. By the way, I think that parallax is not needed in those rocks, you have to be very very close to see the effect. (or modify the heightmap to be noticeable) We should discuss this on your rocks thread, let's keep this one clean for future problems/testing/development of the patch. -
New Sound Manager svn patch
Enrique replied to stwf's topic in Game Development & Technical Discussion
DebugView log: [4892] HRT: activating HPET failed: Unknown error (-100022, 0xFFFFFFFFFFFE794A) [4892] HRT: using name=TSC freq=3292000000.000000 [4892] HRT: counter=TSC freq=3.292e+009 res=3.03767e-010 bits=64 [4892] Cache: 200 (total: 8192) MiB [4892] TIMER| InitVfs: 2.01368 ms [4892] Sound: AlcInit success, using DirectSound Software [4892] TIMER| InitScripting: 1.02034 ms [4892] TIMER| CONFIG_Init: 6.01386 ms [4892] TIMER| RunHardwareDetection: 102.155 ms [4892] TIMER| write_sys_info: 40.9052 ms [4892] TIMER| InitRenderer: 3.36158 ms [4892] TIMER| ps_console: 7.90511 ms [4892] TIMER| ps_lang_hotkeys: 868.259 us [4892] TIMER| common/setup.xml: 1.55405 ms [4892] TIMER| common/styles.xml: 160.811 us [4892] TIMER| common/sprite1.xml: 3.15789 ms [4892] TIMER| common/init.xml: 3.03275 ms [4892] TIMER| common/common_sprites.xml: 3.84756 ms [4892] TIMER| common/common_styles.xml: 654.127 us [4892] TIMER| pregame/sprites.xml: 1.02636 ms [4892] TIMER| pregame/styles.xml: 158.662 us [4892] TIMER| pregame/mainmenu.xml: 12.5619 ms [4892] TIMER| common/global.xml: 686.716 us [4892] TIMER| common/setup.xml: 928.922 us [4892] TIMER| common/styles.xml: 55.5355 us [4892] TIMER| common/sprite1.xml: 3.00595 ms [4892] TIMER| common/common_sprites.xml: 3.69616 ms [4892] TIMER| common/common_styles.xml: 543.417 us [4892] TIMER| gamesetup/setup.xml: 502.7 us [4892] TIMER| gamesetup/sprites.xml: 156.942 us [4892] TIMER| gamesetup/styles.xml: 191.49 us [4892] TIMER| gamesetup/gamesetup.xml: 21.587 ms [4892] TIMER| common/setup.xml: 876.955 us [4892] TIMER| common/styles.xml: 53.9326 us [4892] TIMER| common/sprite1.xml: 2.68229 ms [4892] TIMER| common/init.xml: 2.36128 ms [4892] TIMER| common/common_sprites.xml: 3.39419 ms [4892] TIMER| common/common_styles.xml: 494.327 us [4892] TIMER| loading/styles.xml: 456.698 us [4892] TIMER| loading/sprites.xml: 617.618 us [4892] TIMER| loading/loading.xml: 1.95623 ms [4892] TIMER| common/global.xml: 424.69 us [4892] TIMER| common/setup.xml: 842.38 us [4892] TIMER| common/styles.xml: 56.1671 us [4892] TIMER| common/sprite1.xml: 2.69921 ms [4892] TIMER| common/icon_sprites.xml: 216.249 us [4892] TIMER| common/common_sprites.xml: 3.30853 ms [4892] TIMER| common/common_styles.xml: 515.111 us [4892] TIMER| session/sprites.xml: 4.93378 ms [4892] TIMER| session/styles.xml: 573.576 us [4892] TIMER| session/session.xml: 82.6612 ms [4892] TIMER| common/global.xml: 1.53398 ms [4892] GAME STARTED, ALL INIT COMPLETE [4892] TIMER| common/setup.xml: 849.679 us [4892] TIMER| common/styles.xml: 60.9806 us [4892] TIMER| common/sprite1.xml: 2.74146 ms [4892] TIMER| common/common_sprites.xml: 3.40602 ms [4892] TIMER| common/common_styles.xml: 523.782 us [4892] TIMER| msgbox/msgbox.xml: 1.28979 ms [4892] TIMER| common/setup.xml: 863.111 us [4892] TIMER| common/styles.xml: 58.2102 us [4892] TIMER| common/sprite1.xml: 2.68619 ms [4892] TIMER| common/icon_sprites.xml: 112.852 us [4892] TIMER| common/init.xml: 2.39029 ms [4892] TIMER| common/common_sprites.xml: 3.3176 ms [4892] TIMER| common/common_styles.xml: 505.859 us [4892] TIMER| summary/summary.xml: 23.9028 ms [4892] TIMER| summary/sprites.xml: 395.892 us [4892] TIMER| common/global.xml: 813.036 us [4892] TIMER| common/setup.xml: 830.03 us [4892] TIMER| common/styles.xml: 72.8821 us [4892] TIMER| common/sprite1.xml: 2.6682 ms [4892] TIMER| common/init.xml: 2.40887 ms [4892] TIMER| common/common_sprites.xml: 3.39123 ms [4892] TIMER| common/common_styles.xml: 529.837 us [4892] TIMER| pregame/sprites.xml: 684.689 us [4892] TIMER| pregame/styles.xml: 53.2609 us [4892] TIMER| pregame/mainmenu.xml: 6.85793 ms [4892] TIMER| common/global.xml: 442.447 us [4892] TIMER| common/setup.xml: 851.218 us [4892] TIMER| common/styles.xml: 58.387 us [4892] TIMER| common/sprite1.xml: 2.74036 ms [4892] TIMER| common/common_sprites.xml: 3.33611 ms [4892] TIMER| common/common_styles.xml: 525.965 us [4892] TIMER| msgbox/msgbox.xml: 879.151 us [4892] TIMER| shutdown TexMan: 5.25456 us [4892] TIMER| shutdown Renderer: 2.62743 ms [4892] TIMER| shutdown SDL: 219.058 ms [4892] TIMER| shutdown UserReporter: 225.961 us [4892] TIMER| shutdown ScriptingHost: 9.77857 ms [4892] TIMER| shutdown ConfigDB: 0.705346 us [4892] TIMER| resource modules: 160.571 ms [4892] TIMER TOTALS (10 clients) [4892] ----------------------------------------------------- [4892] tc_dds_transform: 1852.75 kc (822x) [4892] tc_png_decode: 76.2657 Mc (64x) [4892] tc_pool_alloc: 50.1092 Mc (3081x) [4892] tc_commit: 48.1217 Mc (2627x) [4892] tc_transform: 3204.99 kc (279x) [4892] tc_plain_transform: 1090.07 kc (279x) [4892] tc_ShaderValidation: 19.4141 Mc (58x) [4892] tc_ShaderGLSLLink: 42.2376 Mc (54x) [4892] tc_ShaderGLSLCompile: 200.31 Mc (108x) [4892] xml_validation: 65.568 Mc (130x) [4892] ----------------------------------------------------- [4892] TIMER| shutdown misc: 12.5318 ms [4892] TIMER| shutdown wmi: 719.187 us -
Here are some: -Keep always Orthographic views, not perspective views when you are painting. (toggle between orthographic and perspective with numpad 5) -Clone from different angles: Make a photo of yourself from the front, and another one from the side. (after that you can switch between numpad 1 and numpad3 to paint your head from that angles. -Make photos without shadows. This will make half of your face dark, and the other half illuminated and the result will look weird. -You can take a look to the tutorial from blendercookie I linked before, I learned a lot from it. -Oh! and practice, practice, practice
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You're almost there! -Now you have to enter edit mode (with TAB) and create a new texture in UV editor (Image>new image>OK it's black as default). -To enter to UV image editor, split the screen with the arrow in the corner on the screen with a red circle in the screenshot: -You have turned on the addon in the preferences, now to use it, enter "UV painting" mode. -The BProjection menu appears on the right toolbox (If you cannot see the right toolbox, it opens/close with "N") -Click on "add Bprojection plan" to enable bprojection 1.- Click "add image", Now you have to select the image to "clone" the texture from it. 2.- Click "Apply image" to show your image on the viewport 3.- Use those sliders to move your clone source image around the viewport (first slider is for left-right, last slider is for up-down) Also, scale up your photo reference to match your head size. 4.- Change your painting brush to "clone", Then CTRL+left click over your source image select the portion to clone. 5.- Paint over your head! 6.- Remember to save your created "image texture" after painting it. In UV image editor: Image>save image This addon is currently under heavy developement, that's why it has so many "steps" to get it working. But it's really powerful and saves a lot of time. I hope my explanation was somewhat useful. More information: http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/bprojection
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New Sound Manager svn patch
Enrique replied to stwf's topic in Game Development & Technical Discussion
Hi, After updating SVN no sound at all is played. No errors, just there is no sound. Windows 7 user. system_info.txt -
Post-processing effects test (SSAO/HDR/Bloom)
Enrique replied to myconid's topic in Game Development & Technical Discussion
From the article attached by Historic_bruno on the trac ticket: "Peter Panning results when the depth offset [bias] used is too large. In this case the depth offset causes the depth test to erroneously pass." The current bias is a fixed value of 0.02. Again, not sure, but reducing it to 0.01 may make the problem less noticeable and/or create artifacts changing it. -
Post-processing effects test (SSAO/HDR/Bloom)
Enrique replied to myconid's topic in Game Development & Technical Discussion
Hey they're looking great! Did you used the AO script for blender that myconid posted? or it was done by hand? The shadow bug... afaik is not a bug, just the bias setting of the shadowbuffer lamp used I think. (not 100% sure) -
Yes, it is ok as long as you can export the file to .DAE (which I think it's possible). I think that some team members used 3dsmax. But the active 3D artists now are mainly using blender3D. I think there should be no problem. Normally yes. With Mauryans we are having some problems finding useful references. Mauryan (on 500BC-0AD) references are hard to find, but we have some of them around. Usually you'll have some "artist freedom" as long as your designs are one way or another historically accurate We have a trac system http://trac.wildfiregames.com/ , but I think artists don't use it much (I never used it ) You can take a look to the Art Department forum and see if there is any task thread already in progress or start your own. We will try to keep the art roadmap updated soon. At first you can use this application thread for your first model. You can also install tortoise SVN to get the current developement version of the game. Here's a guide to get it running http://trac.wildfire...rtoiseSVN_Guide That depends on your ability. If you are able to unwrap/texture a model, it's always better to have it unwrapped/textured to export it into the game asap . For buildings we usually have one or two "struct textures" that are shared by all civ's buildings. So normally, you only have to unwrap them into the texture(s). Don't worry, as a new comer it's completely normal you have all this questions (and you'll have more ^^) By the way, here's the artist design document: http://trac.wildfire...tDesignDocument There are some outdated things, but you can gather some useful info from it Last thing, some info to keep you up to date (to know what in the roadmap is done) The greek and iberian buildings revamp are done (except iberian corral if you want to give it a try), roman ships I think they're all done and walls as well. Mauryan buildings/textures are currently being worked by Eggbird, one of our 3D artists team members. Once he has finished the first building and we have a better idea of the textures that are going to be used, we can help with the buildings to get the Mauryans in the game soon.
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Hello Allen! welcome to the forums! Awesome work examples you have there! What would be your primary interest modelling? Nature/organic, hardsurface/buildings? We have currently moved our Art department forum to public and there you can see an approximate roadmap our Art Dept Leader made: 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 buildings for our last civilization included currently in developement: Mauryans. I recommend you to pick a little asset/building to get to the working pipeline and once you feel comfortable, jump to a more complex one . Anyway, it's your choice. You can ask here as many questions as you want as well as WIP images of your progress for the team to show/ask/review/suggest/critique