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Posts posted by Josh
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@ Josh : that's ok for me. The hull could be a little bit more U shaped, but that will be alright for that boat I think.
Can you change your edge style settings in Sketchup ? Those stressed vertices are uncomfortable to fully enjoy your model.
There might be some tips about that here : http://www.dummies.c...sketchup-8.html
Also, to make the thread more visual, can you use the image button to insert your picture, instead of a link ? (unless you prefer it like that, of course)
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):
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Another excuse for a separate game settings, menu and game GUI overlap @ standard windowed mode (1024x768):
The Settings menu also overlaps for me at 1600x900.
(BTW I'd still like to see this fixed)
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Sound awesome! Is there any chance we could see a screenshot?
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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.
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Josh, I think you need to change the hull shape. Judging by the screenshot taken from the right, I think the waterplane will intersect with the hull and the ship will look full of water.
From the same screenshot I can tell that the curvature of the ship (the part that is inside the water) doesn't seem to be "floating" in a realistic way. (there's very little part of the ship underwater, which would make it very unstable)
Also I would like you to work more on the bird head (polygons and texture), or discard it. I don't think a fishing boat would have many decorations like that one. Maybe you can add more overall small details and decorations (even on the texture) to make it look more interesting.
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.
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Some informations:
The model with the pillars got 19.500 Polys.
without pillars 1650 polys
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.
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Hey Josh, I think there's something that doesn't sell the model.
Could you please post more images from different angles to judge better?
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.
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I'll see what I can do
Good Luck
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I barely know how to navigate in blender
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.
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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.
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LordGood, could you please post the Sketchup save file (skp) so I can give a try at getting the model to import into 0AD?
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Sketchup exports dae file very strangely, if I could get the *.skp file I'm pretty sure I can get it to work.
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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
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Just a question that has been bugging me.
You're using sketchup, right, LordGood? Your models and texturing are looking great, however my main concern is about UVW Maps. I don't know if Sketchup creates UVW maps or if you're using that old sketchup texturing method to paint the faces with the texture. (I could be wrong, since it's been years when I last fired up Sketchup.)
In order to import models ingame, it must have an UVW map - I guess you know that
And I'm afraid we wont be able see such awesome work - the way it is right now - ingame.
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.
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Posted on twitter, but I also wanted to register since I really appreciate the work that's going into 0AD.
As much as I can appreciate wanting 0AD to run on older hardware, I would vote to abandon older video cards (specifically).
This project represents a lot more in the big picture, and I'd really love to see this game succeed in the (very) long-term.
Thanks and keep up the great work!
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.
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Well well well, I updated to the latest SVN and now I have no problems with the effects (excluding water) thanks anyway though.
===[COMMITTED]=== Mauryan Docks and Ships
in Completed Art Tasks
Posted
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!