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Josh

WFG Retired
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Posts posted by Josh

  1. I've implemented the colored unit counters, like so:

    post-13797-0-83737400-1355789902_thumb.p

    post-13797-0-39265100-1355789912_thumb.p

    This was basically done by modifying the .xml files with the tooltip descriptions with color tags. I just edited the general templates, so the more specific tooltips, like the Macedonians' Companion Cavalry, were not affected.

    ColoredCounters.patch

    I've switched the damage icons to the left of the number.

    AttackIconsLeft.patch

    AttackIconsLeft.zip

    The 'Getting Started' guide for programmers can be found here: http://trac.wildfire...rtedProgrammers

    It's written in C++ for the core, and JavaScript for the game files (what you will be editing). Most of the code is found under the

    binaries\mods\public directory. Good luck!

    I really like how that looks!

  2. Well the easy answer is that SketchUp was not designed for the way we're using it. They designed it to be easy to use, so you wind up with a lot of messy geometry. It's like trying to use a WYSIWYG editor to write a standards-compliant website. Remember that the original intention was to model buildings for Google Earth - exporting to common formats came later.

    I keep hearing that Sketchup exports messy geometry, but what do you mean by that? Does it over-triangulate or do you mean something else? Also to avoid Sketchup's exporters completely 3DS Max supports opening Sketchup save-files (skp files) directly.

  3. My original plan was to have the large arched building in the center with 2 cloth stalls on either side of it.

    Also, the arched building took a lot of work so I'd like to use it for something.

    Edit:

    In addition the 0AD art design document dictates "Exaggeration." Now if the market were just a collection of cloth stalls the player, when they see the market in-game, would only think, "generic market, nothing special," but if it is big "Exaggerated" building with stalls around it the player thinks, "Wow, looks like the Mauryans were big on markets and trade." So what is the message we want to send? We don't know if the Mauryans had buildings like this for their markets, we don't really know anything about their markets. So merely on the subject of historical realism here, I ask you to consider a larger more imposing building for the Mauryan market.

  4. I've UV mapped the defense tower. I retopologized some parts and deleted unnecessary geometry. I tried to keep the same texturing LordGood did except the railings and some minor details.

    It looks darker because of the way blender multiplies AO.

    post-13528-0-78718200-1354175430_thumb.j

    Please suggest any change desired on the texture mapping. I'll commit this european afternoon.

    Not to be a wet blanket or anything, but LordGood technically hasn't released his work under the open source licence (by posting in this thread) yet so we shouldn't have anything of his committed.

  5. Hi Josh !

    Good start for the model.

    -Could you try to change the shape of your roof to something similar as the already-modeled Mauryan buildings ? Take a look at the curve and framework details in Lordgood's houses for example. It doesn't have to be exactly the same, sure, but it's probably better to keep an harmony in the style and geometry.

    -I also suggest having a second silo, maybe smaller than the other and maybe designed slightly differently, so we feel like the dropsite manages different kinds of resources (grains, vegetables, fruits)

    -About the silo's door : I think you can remove the bottom part of its frame, and I suggest you give the door the same texture as the other door.

    -Chimney : I would have it a bit taller and slightly thicker.

    -And finally, just to help to visualize your model better, can you put higher quality textures (maybe just change their resolution) to the silo roof and to the ground ?

    Josh, before posting pictures, can you crop out all the unnecessary space around your model ? That will facilitate the view a lot.

    Where would you suggest putting a second silo? I made some of the other modifications (cart will be filled with hay eventually):

    post-14700-0-65748500-1354473632_thumb.p

    Edit: I forgot to mention, the ground texture is just representative and the roof texture will be fixed I'm just not sure how at this point.

  6. Everyone needs to zoom out on their screenshots of their work, for a game-like view of their structures. (y)

    Building concepts album: http://www.wildfireg....php?cat_id=182

    Beautiful concept art, It's easier for me to take a minute, draw a rough messy sketch, then model it :P. (I'm more of an engineer than an artist)

    If anyone could draw some concept art for the drop site I would gladly model it.

    More zoomed out? Here you go:

    post-14700-0-66575400-1354413803_thumb.p

  7. Hmm not good enough for minimum requirements? I know even that is subjective, do we want minimum requirements to be very playable, or just the game works without errors?

    I was the one arguing the radeon 7000 series support. The problem is 0AD can't fit the textures and models in 64MB which is the most the radeon 7000 series supports. The game won't even start without setting novbo=true and once you have gotten the game to start, most of the textures won't load.

    Edit: Here is my old bug report, the above is my assessment of the problem

    Edit 2: But if we are dropping the fixed renderer, minimum requirements should be at least a Radeon 9500 (which is the start of GLSL support)

    Source: http://en.wikipedia.org/wiki/Comparison_of_ATI_Graphics_Processing_Units#Radeon_R100_.287xxx.29_series

  8. Nice start Josh. Perhaps some more details? An as I understand it, you can set up prop points in the engine so the model will have random assets (barrels, food, etc)

    Also, the granary should be white, and perhaps a bit taller?

    Thanks for the input! I haven't ever heard of the random prop thing, but if that's possible I would try to us that. I like how you see the second building as a granary, I just originally put is there as another building. Changing it to white sounds good and I'll look into the height. Do you have any comments on end of the roof on the 1st building? I wasn't quite sure how to make that look nice.

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