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Ilves

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Posts posted by Ilves

  1. Ok, in this thread I will address to the people familiar with the engine. Probably other 0 AD noobs will find later looking through this thread profitable ;)

    Make your contribution to developing RR today by answering our noobish question :P

    Q1: Why does the game crash each time I attempt to enable Ambient Occlusion map? (Ambient occlusion enabled in local.cfg, engine version - M.)

  2. Guyz, I have a totally seriuz question to ask you.

    32355336.jpg

    I

    The unfortanatelibity of modern war is that units don't fight with parts of them i.e. tanks don't fight with axes or swords, but "exchange" each other projectiles. The curious question is where the texture maps of those projectiles should be placed. Above you see my collection of aircraft weaponry - it will belong to 6 different type of warplanes ranging from fighters to bombers. During the action the projectiles should separate themselves from their carrier vehicle. So where should I better place the map?

    1) make 1 big map with all the projectiles (like 512x512)

    2) place each projectile along with the carrying vehicle (torpedo with the sub, bombs with the bomber and so on) (then it will lay along with the carrier vehicle, which has a typical texture of 1024x1024)

    3) make each projectile an individual tiny map (128x128 or so :P )

    II

    Also the only-housecolor-or-opacity thing also worries me :\ Problem is we have made a lot of buildings containing both opacity and housecolor! Each building has a texture of 2048^2. Attaching two such textures (one with opacity, second with housecolor) to every building my curtail the performance severely. What should we do?

    III

    Is it possible to realize a ballistic missile locomotion in 0 AD? It should first fly vertically upwards and than meet with the target via ballistic trajectory. All this should be done automatically as soon as I choose the victim of the attack.

  3. It's.... UPDATE TIME!

    this time let's have a swim. I really adore what the creators of Pyrogenesis did with water and how many options it has. It was fun just playing with all those settings available o_O

    screenshot001.jpg

    screenshot002.jpg

    Visby001.jpg

    2013-03-30_01.jpg

    kilo.jpg

    Man, I really can't stop enjoying the sexiness of this water. Just give me turrets and I'll be in love.

    • Like 5
  4. ok, I made the flames going horizontally.

    It doesn't get easier: the orientation of the particles is GLOBAL and not relative to the prop

    94222220.jpg

    The particles always go in the specific direction, instead of adjusting their direction with the model.

    C'mon guys, I really need help at getting all this functional :/

  5. For this, I believe you need to hack the UnitMotionFlying component: https://github.com/0...MotionFlying.js

    cool, but I am not a js programmer

    For the fire in the jets you could also make a hack... there's support for moving (looping) textures, along the Y axis of the texture (you can check the waterfalls on the hanging gardens building) and the second UV coordinates dictates the fading into transparency in the X axis: -X is no transparency, +X full transparency. It will probably look better if you can achieve the particle effects to behave the way you want, but it's another option :P

    Awesome progress guys!

    Thanks!

    I think that's a way to make 2 dimensional simple fire texture. While we need smth different :/

    It ought to be simple to make the particles go upwards, though. Someone probably knows which file to tweak.

    We need it to go BACKWARDS relative to the plane :\ It's upwards already.

  6. 1) Unfortunately the particles just go upwards through the plane, no matter how do I rotate and orient the helper:

    screenshot0024d.jpg

    Any ideas how to solve that? :X

    2) Secondly I want to make take off animation. This is the position of the plane on the ground. How do I make him to hide the chassis, close the hatch you can see at the picture and rotate the engine (this plane is a VTOL)?

    3) Oh yes, I've just mentioned it's a VTOL - so it stands for Vertical take-off and Landing. Guess what I want to get to know in this question :P

    4) Is it feasible to make the rockets of the plane to disappear one by one when they are shot? And anyway I want to get to know how can I make those rocket being shot and flying to the target. I guess it's someway likewise how the spearman throws his missiles, but I need a clue.

  7. >Imperial America for the win! If it does exist in this game?

    we will soon (if you can call this word 1-2 weeks) release an update, outlining what is going to be with US in our game. After all, we made all basic American unit list and even most of the buildings (though, unskinned) - these efforts are too good to be dumped.

    Anyway, US faction will be available in the multiplayer as any other

  8. Guys we want eventually to recreate all large armies of the world, so sooner or later those Chinas, Americas and Israels will all be available, but aside from the multiplayer\skirmish we (unlike EA) want to create a storyline-centered campaign and the poser I published deals exactly with the sides in campaign #1 :)

  9. Ohhh, our whole storyline lasts for 20 years up to year 2030 or so, there will be plenty of sci-fi in future episodes :P We have already began working on one sci-fi unit (currently it's a surprise).

    Recently I made two new planes:

    Ruslan.jpg

    an225.jpg

    Here comes the question: I've found the Mustang unit in the Scenario editor. It has two states: laying on the ground and laying on the ground with chassis outside.

    What should I do to make the plane flying? I want to replace the Mustang with my planes in flight.

    Sorry for n00bish questions, I'm a 3D artist, not a coder :D

  10. There won't be much use for a license if I won't cope with graphic issues :P The current perfomance just sux scarily (look the screenshots on thee previous page).

    No, this is not video card driver's problem. I've tested my mod on 3 (!) different computers with the same scary blurry result.

    And still no reply on how to fix it or what should we do.

  11. but what to do with the texture degenerating (blurring) quickly at distance? The texture on the tanks at the end of the screen look like if they have a 32x32 texture.

    I would assume you can set them manually in the map file as well :P But it's certainly a lot easier to set them in Atlas where you get some feedback immediately :)

    Which way you can set bloom and all the rest in the map file?

  12. Ok, that helps a bit. Rays of greatefullness to everybody who helped us.

    But one question continues to bother me from sleeping and I'm going to continue asking it :acute:

    Look what goodness Mythos_Ruler has achieved with our tank:

    V3SfG.jpg

    o4OX3.jpg

    And look what we get:

    pic01ol.jpg

    pic02wj.jpg

    The normal maps are turned on, but they are hardly visible from RTS distance. The texture is 1024x1024 (separate for turret and the hull), still it's no use since the skin degenerates at speed of light with every 1 m away from camera. I also want to turn on anti-aliasing. What should we do?

  13. I'm going to try answering some questions.

    First, about the transparency.

    The transparency is handled different depending on the material used in the xml actor:

    • If you use a material with "player_trans" means that the transparencies in the texture will show playercolor.
    • If you use a material with "basic_trans" means that the transparencies will be handled as basic transparency, achieving the effect needed in the tank wheels.

    Therefore, you'll need different .xml actors in the unit. (example: main actor the hull with playercolor, and attached to it the props of the turret [also with playercolor if there's no transparent elements], and the wheels with basic transparency)

    Oh-oh. That's bad news :o - we use both transparency (for most cylinder details) and housecolor often. Is it theoretically possible to modify the engine to allow one material using both maps? For e.g. housecolor or opacity will be kept in a seperate map file then.

    Moreover, wheels can't be props, they need to play rotation animation while in move.

  14. Ok, the combined efforts of us and your engine continues to inhabit the ancient world with tanks:

    Qr8Qyr82jlI.jpg

    G0w4L0n4QIU.jpg

    Buuuut... this is still fat from that goodness what Mythos_Ruler presented us. Can you be so kind to explain what made his screenshots looking so smooth? Maybe, materials or DDS saving setting? (the notorious mip maps for instance). And how to enable normal maps working?

    Moreover, I'm going to ask how to make Alpha Channel working (it's included in the dds file but not working as you can see from the black square in place of wheels):

    132wm.jpg

    Here you can see the wheels of the tanks and the shaders working:

    ohjnSQR8HI0.jpg

    Thanks

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