Enrique
WFG Retired-
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Everything posted by Enrique
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Sirkap virtual reconstruction site (not very detailed, but useful) http://virtualsirkap.com/ An artist's reconstruction of the gateway and drain at Harappa (before 0AD timeframe, but it's a reference): http://www.sewerhistory.org/images/w/wam/har_wam02.jpg Some units refs: http://razonyfuerza.mforos.com/549916/10652540-guerreros-antiguos-cap-17-guerreros-de-la-india/
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Post-processing effects test (SSAO/HDR/Bloom)
Enrique replied to myconid's topic in Game Development & Technical Discussion
Whoa, it's definitely looking better, keep it up! -
More structures refs (stupas, stupas and stupas ): http://content.answc...images/9214.jpg http://content.answc...788.stupa.1.jpg http://www.ancientin...es/stupa_sm.gif http://www.ibiblio.o...arahatStupa.jpg wiki article and image: http://en.wikipedia.org/wiki/Ahin_Posh http://upload.wikime...onstitution.jpg ref collections: http://indiapicks.co.../B_Buddhist.htm http://www.arkho.com/ana3.htm http://dc242.4shared.com/doc/Q65DfuB8/preview.html videos:
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Wall masonry references http://www.fotopedia.com/items/4vlcmdk21v1b9-dy2hcQf1UCo http://3.bp.blogspot.com/-KbwnWJ5B-rU/Tou6WM4k9iI/AAAAAAAAADc/wFEIFwUmurE/s1600/Taxila,Dharmrajika+002.jpg
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Some architectural info: http://gluedideas.com/Encyclopedia-Britannica-Volume-12-Part-1-Hydrozoa-Jeremy/Indian-Architecture.html
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Post-processing effects test (SSAO/HDR/Bloom)
Enrique replied to myconid's topic in Game Development & Technical Discussion
Yes, that's right. This second UV coordinates is used to map the precomputed/baked AO texture with multiply blending causing the effect. You can also use it (if more texture layers are supported) to add another layer of detail to the texture, especially useful to hide tiling textures with dirt, cracks, moss.... wich helps variation and details overall) I'm not sure about this, at least in blender. The first problem that pops to my head is that importing/exporting collada files into blender destroys the UV seams on the model and should be done manually. *EDIT: just found an option in blender to generate the seams based on the limits of the UV islands on the unwrap . Maybe someone with phyton skills could make a script.... -
Post-processing effects test (SSAO/HDR/Bloom)
Enrique replied to myconid's topic in Game Development & Technical Discussion
Thanks for your detailed answer Philip , much clearer now. I was aware of both methods, but I didn't know how the process works on the engine/precomputed side. For the standard level of zoom playing on 0AD I think SSAO may look grany/with artifacts, so precomputed seems to be the ideal option. For those who want to see the difference between precomputed and SSAO here's a video from Overgrowth's dev blog that shows both effects: Then may we stick with SSAO as a toggle option while working on high priority features until precomputed AO implementation starts? -
Post-processing effects test (SSAO/HDR/Bloom)
Enrique replied to myconid's topic in Game Development & Technical Discussion
I thought you were talking about a pyrogenesis rendering limitation or something I wasn't aware about it, but now I know what you mean I read the discussion you linked. I have some questions about it. Correct me if I'm wrong, but that means that the models in the game allows more than one UV coordinates? How is mapped the precomputed AO into the model to show the effect? and last question, If the effect can be applied also on the terrain, will the game re-bake the AO each time a structure is built/destroyed? -
Post-processing effects test (SSAO/HDR/Bloom)
Enrique replied to myconid's topic in Game Development & Technical Discussion
That's how I thought it would be. Using a normal map generator plugin on PS or GIMP from the existing diffuse textures, then tweak the parts that may look goofy or is going to be more noticeable (like rooftiles). These plugins usually make a good work achieving decent normal maps without too much effort (in most cases). Having to do hand-made sculpts to bake normals for every model/texture on the game is just out of scope. (I'm speaking of normal maps, I do not know what kind of maps are needed for parallax) Is this true? I never heard that normal maps can't be shared in different parts of the model without looking goofy. If this happens to be the case, then I do not know a feasible way to create normal maps for the existing content. -
Pureon is working on a really nice alpha10 features video you'll see it soon.
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I think the problem is that the game's default starting resources at 1000 is too much. Try starting something around 250 all resources and 5 is not a big number.
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Oh, that's some useful info. The tooltip is correct, but I also thought that it had to be different buildings . That will make the start of the game more "open"
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Post-processing effects test (SSAO/HDR/Bloom)
Enrique replied to myconid's topic in Game Development & Technical Discussion
This sounds awesome myconid! I think terrain could look really nice with bump/parallax/specular, but some buildings and specially units aren't big enough to notice it unless you zoom a lot. I'm curious how much impact may have on performance. I have to do some research on parallax mapping... I never worked with it due to my humble graphic card Sounds like a plan -
Actually, you can. You just have to hit the build wall button again with your mouse and continue the wall I don't see the point why the shift key is so annoying when building walls, I think it's quite intuitive due to the functionality that already has like "multiple" modifier as vts pointed earlier. Probably my most-used hotkey (until "center camera to last event" is implemented )
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+1 Can't think a better way to organize suggestions
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What do you guys mean with a new rig done? one that works ingame due to the engine/game restrictions? (like max bone number, strict hierarchy...) or you mean a more elaborated one with IK/FK for arms, legs, etc?
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Haha, nope. I was kidding around. I'm a big Star Wars fan. I never seen Star Trek series. I guess Star wars is enough science fiction for me
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My computer doesn't even handle water reflections But HEY! 0 A.D. it's not only graphics.
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Hey! That sounds awesome! It even fits better with the slave-market concept. And bonuses and restrictions sounds like a balanced system/unit to me! Again, excuse my ignorance, I thought that slaves was so common on every culture on ancient times as iphones nowadays
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That's the advantage learning english as second language. No written accents, regular verbs, easy to comprehend grammar (although I know that I probably make a lot of grammar mistakes ) Spanish on the other hand has written accents following different rules, has no regular verbs (which I think is a pain if you have to study that, I remember when I was a child and I had to memorize all the past, future, subjuntive tenses...) and more things that I am skipping, mainly because it's my native language I guess xD
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I would like to see slaves taking some role on this game, like they had on ancient times. I've been searching if slaves suggestions were made on the forums for a while and I found some ideas that didn't match the gameplay designs planned. Now reading this posts about auto-generating resources it came to my mind the following idea: Why not use slaves as some kind of treasure to collect around the map (like small tribes in small groups of cabins). Once you've collected them, you can move them to any resource gathering point and that particular resource will increase slowly over time... or maybe speed up construction? or even pop-cap free citizens? I know I should work more on the idea... but there's the concept xD
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I speak fluent spanish, english and...
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Advanced attack features
Enrique replied to quantumstate's topic in Game Development & Technical Discussion
Awesome Jonathan! I want to test it immediately! -
The Alpha 9 Preview-Thread
Enrique replied to JuliusColtranePille's topic in Game Development & Technical Discussion
Acojonante! (spanish word for "fu***** awesome" )