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Josh

WFG Retired
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Everything posted by Josh

  1. Well not to disprove you or anything, but the city depicted in the first source was abandoned in 1900 BC according to Wikipedia and the second source depicts a row boat not a sail boat. But I do like your idea of the striped-looking reinforcement and I'll see if I can add something similar. Thanks for your input it helps significantly!
  2. Tell me what you think! (sorry my server is still down so these are attachments)
  3. Of wow, thanks for that link, I was oblivious of the styles window. It's now been changed so it looks much better. Also on inserting the pictures, I guess I could do that but then I have to upload the files to another host (unfortunately my website host is down for the moment so I'll add them as an attachment again). Here's another picture (FYI the floor isn't finished and I need to add the crates and seat again):
  4. The Settings menu also overlaps for me at 1600x900. (BTW I'd still like to see this fixed)
  5. Well, It's a week late , but here's a preview of the new hull. EDIT BTW, Please comment. I did this section of the hull to see what you guys think before I finish the rest of the hull. EDIT 2 Added picture of completed new hull.
  6. Sound awesome! Is there any chance we could see a screenshot?
  7. This sounds great! I think the method would probably work best would be #3 with the addition that exceptions (where method #1 would be favored) could be specified in the actor file for buildings like the Greek civic center.
  8. Do you think you could see if you could come up with a good texture for the peacock head? I tried to by modifying the peacock texture and it looked absolutely terrible. I had been unclear that the water table extends inside boats, now I understand everyone's comments on the hull shape and depth. I'll try to redesign the hull today if I have time (the hull has been way overdue for a re-build anyway ). I attached the current texture, if you see any improvements that could be done please do them.
  9. Some informations: Looks nice! To keep the polygon count low and to keep the pillars, try using cylinders with less faces. For example, instead of a 12 faced cylinder use a 6 faced cylinder. We can do this because when zoomed out, a 6 faced cylinder is indistinguishable from a 12 faced cylinder.
  10. Changed some minor things, this is my last update for tonight unless I get any comments before midnight EST:
  11. @ Really like it, is it possible I could get the symbol on the front of the left and right chariots to put on the sail of the Mauryan fishing boat?
  12. I've got a weird bug with the water when use actual depth is on. It looks like this: When I zoom out the spacing increases, when I zoom in the spacing decreases. The lines otherwise are stationary.
  13. Alright, time for an update: first picture is left view, second is right view, third is front, fourth is back, fifth is top, and last is perspective. (The weird gray at the bottom of the boat is a Sketchup shadow bug) Tell me what you think!
  14. Sure, I'll post some more images from different angles tonight, but first I'm hoping to re-do the sail today, finish the rigging and tweak the textures some more.
  15. Well I can't tell if it looks much better, but here's a progress update (I've been a little busy). Left picture is the old version, right picture is the new version. Comment
  16. Then maybe try re-doing the textures in Sketchup using one material, even though it would be different from what your used to, I think it would be easier then learning blender.
  17. Well, now that I got a look at the model in Sketchup I can see the source of some of the problems, you have more than one texture mapped. The 0AD engine only reliably allows one texture per entity so things like the shields can be separated as props but the rest of the structure should use only one texture. In Sketchup this means only having one material and positioning it differently on each face. So the solution would be for you or someone else to re-texture the structure. Another unrelated thing I noticed was the detail is supurb, but I think some of it needs to be sacrificed to reduce the triangle count. Thank you so much for your help with these models LordGood and I hope we can get this all straitened out and get the models in-game. Also if anyone wants a .max file or some other format from 3DS' exporter I can get it for them.
  18. LordGood, could you please post the Sketchup save file (skp) so I can give a try at getting the model to import into 0AD?
  19. Sketchup exports dae file very strangely, if I could get the *.skp file I'm pretty sure I can get it to work.
  20. I can't remember where I originally found this or why it was sitting in the wrong folder of my chrome bookmarks but it is quite a detailed document and I think could be quite helpful: http://www.scribd.com/doc/54418405/Unit-1-Ancient-India
  21. Well I've previously looked into what your saying, and when painting and positioning the texture onto the face Sketchup writes that face's address(?) into the UVW map which is invisible to the Sketchup user but exports into 3DS Max. Basically, I think I should be able to convert his Sketchup files to mapped DAEs as long as he is only using one material in Sketchup.
  22. I really agree with you. Since the pyrogenesis engine is being built for long term use and such broad scope, I think removing the fixed function pipeline is not a matter of if, but when.
  23. Those textures have been so very helpful Enrique! I think the re-mapping is really looking good and it's coming along relatively easily now. Comment if you wish EDIT: I updated the picture
  24. Josh

    GLSL Errors

    Well well well, I updated to the latest SVN and now I have no problems with the effects (excluding water) thanks anyway though.
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