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Enrique

WFG Retired
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Posts posted by Enrique

  1. In any case it will not have much more polys than e.g. a patch of forest of the same obstruction size, will it?

    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... :P

    Noooo, my programmer's OCD can't take it! :( Would it be impossible to copy all the textures you need into a new image?

    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?

  2. I love it! It's perfect :)(y)

    Can we see a screenshot of it in-game? That's always different (sometimes much better) than the 3D render.

    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):

    Strabo (ca. 64 BC – 21 AD) described of the Hanging Gardens as follows, in a passage that was thought to be based on the lost account of Onesicritus from the 4th century BC:

    "Babylon, too, lies in a plain; and the circuit of its wall is three hundred and eighty-five stadia. The thickness of its wall is thirty-two feet; the height thereof between the towers is fifty cubits; that of the towers is sixty cubits; and the passage on top of the wall is such that four-horse
    chariots
    can easily pass one another; and it is on this account that this and the hanging garden are called one of the Seven Wonders of the World. The garden is
    quadrangular
    in shape, and each side is four plethra in length. It consists of
    arched vaults
    , which are situated, one after another, on checkered, cube-like foundations. The checkered foundations, which are hollowed out, are covered so deep with earth that they admit of the largest of trees, having been constructed of baked brick and asphalt – the foundations themselves and the vaults and the arches. The ascent to the uppermost
    terrace
    -roofs is made by a stairway; and alongside these stairs there were screws, through which the water was continually conducted up into the garden from the
    Euphrates
    by those appointed for this purpose, for the river, a stadium in width, flows through the middle of the city; and the garden is on the bank of the river."
  3. Thanks for your feedback :)

    I like it, but currently it looks too strong/military for me, I think it would be better to make building more lightweight and make more emphasis on the flora, e.g. to remove some fortress details: merlons, arrowslit (not sure if it is correct terms, I marked them red on the attached image)

    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" :P

    more screens

    post-13528-0-40442500-1346662573_thumb.j

    post-13528-0-37635300-1346662584_thumb.j

    • Like 1
  4. 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 :)

    post-13528-0-19076900-1346653743_thumb.j

    • Like 3
  5. 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.

  6. just a quick render of updated texture. also what should i use for the statue texture? :)

    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.

  7. As for the statue on top, should i model it within the monument model or should i use a dummy within max as a prop statue node??

    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

  8. Working on the door and the windows now. The textures were temporary (I just used the ones I used before for the market), I already replaced with better ones (although not perfect).

    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.

  9. I will share the pictures as soon as I've got some decent work done (this might take some time with my poor skills).

    The textures I'm using at the moment come under either the CGTextures License, either GNU GPL 2 License, is this alright for the game? (I know there is some kind of agreement with CGTextures, so that shouldn't be a problem)

    If anyone finds any other good textures I could use, please share because finding them has proven to be a lot of pain.

    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 :P.

    http://www.wildfireg...=20#entry246300

  10. Hello,

    I've been making some egyptian building models, the models themselves appear in the game without any problem but I'm not sure how to attach props to them (attaching existing props is not a problem it's attaching props that I made myself that poses difficulties).

    I've made some prop models in blender and exported them to collada, made the necessary .xml files (I believe) and added the textures.

    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 :P

  11. Possible fix added for the Temperate Rock Formation committed :)

    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. ;)

  12. 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
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    [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)
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    [4892] tc_commit: 48.1217 Mc (2627x)
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    [4892] xml_validation: 65.568 Mc (130x)
    [4892] -----------------------------------------------------
    [4892] TIMER| shutdown misc: 12.5318 ms
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  13. Thank you very much for your explanation.

    here is my where i am :

    making head texture.bmp

    But it's difficult for me to make a good texture. have you got some tips ?

    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 :P

  14. I follow your tips. I've imported a DAE head and i have installed the bprojection addon. But i don't know how can i continue and i don't find the tool, bprojection:

    preferences.bmp

    blender vue.bmp

    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:

    post-13528-0-38974600-1345115784_thumb.j

    -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

    post-13528-0-02752400-1345115951_thumb.j

    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!

    post-13528-0-29813600-1345116411_thumb.j

    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

    • Like 1
  15. I believe it is "Peter Panning".

    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.

  16. I would prefer to work on hardsurface/buildings also i will be using 3ds max is this ok?

    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.

    do i get concept art of what i need to model?also

    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

    how do i know if somone else is working on the same task as me? (is there a tracking doc) also

    We have a trac system http://trac.wildfiregames.com/ , but I think artists don't use it much (I never used it :blush:)

    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.

    If i have finished a model where can i upload it?

    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

    shall I leave it unwrapped so someone can texture it?

    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 :P.

    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).

    sorry for the hugh amount of questions and thanks for your time. :)

    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.

  17. 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 :P

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