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Posts
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Posts posted by CTLN7
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I am not FX artist but i got one quick question ,how do you get from this :
https://dl.dropboxus...24/Untitled.png
to this
https://dl.dropboxus...58013624/fh.png
I want the shadows to disappear and the opacity to be higher quality .
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I have already looked over those and there is not much information about whole process of exporting an actual animation :|
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What are the steps to set up and export an animation ingame using 3ds max ?
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When it will be finished
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Yeah, the textures and models are fine. They'll look good in the engine. Just need to get the entity within an entity problem solved. Something we've wanted for things like archers and catapults on ships, but I think we postponed for Part 2. Though, we'd probably be persuaded to do some work on it if your mod looks to be a big deal and could expand the reach of 0 A.D./Pyrogenesis.
Throughout our latest updates we gathered a good number of watcher and attention , does that count as a big deal ?
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The reason why i made the units so tiny is because of the formations ,if i make them too big it will cause clipping ,the unit going through the guy next to him .
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Ok, If you come back to try the effects, make sure you have the needed settings set to "true" in the .cfg file or they will not show.
It worked quite nicely ,thanks .The shaders are loking great .
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If you want normals/parallax, specularity and transparency, you should use this material: <material>basic_trans_parallax_spec.xml</material>
EDIT: If you want add parallax effect in top of the normal bump, you should use a black and white image as the alpha channel of the normal map.
Dosen't seem to work for me I will try another time right now i want to know how can i create a new faction .
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Yeah copied one of the already existing building's code ,added "basic_trans_spec " but it still dosent work
This is how it looks
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<mesh>structural/rome_factory.dae</mesh>
<textures>
<texture file="structural/rome_factory.dds" name="baseTex"/>
<texture file="structural/rome_factory_norm.dds" name="normTex"/>
<texture file="structural/rome_factory_spec.dds" name="specTex"/>
</textures>
</variant>
</group>
<material>basic_trans_spec.xml</material>
</actor>
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yeah we will add house colour logos and pantings on them once we got them done Also props can be added later .
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Right
Anyway i have managed to import all 4 buildings for the first faction :
https://dl.dropbox.c.../buildings2.png
Now i need to figure out why speculars and normal maps arent showing up
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Yeah we will go open source However dont know how that would help us to get any extra help :\
We set our plans for a basic built that will include 2 factions ,most units are already done ,only 2 of them remain to be skinned and a few buildings remain to be mapped and skinned.
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Sweet it worked ! It was the actor file .
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Fixed the links .
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Ok ,i have been trying to get a model ingame myself but the transparency dosent seem to work
https://dl.dropbox.com/u/58013624/ingame.png
the skin has the alpha channel set up right i think .
https://dl.dropbox.com/u/58013624/sd.png
What might be the problem ?
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Cavalry like in BFME ?Make riders faster and give them the ability to trample enemy units however when they try to go over pikes they almost get killed ?
Around 1:00
I think it would make the gameplay a bit more dinamic and also make a difference between mounted units and infantry .
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Yeah but sadly we lack a programmers support to implement stuff ingame .
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It is going well, we just had an new year update :
http://www.moddb.com/games/rogue-republic/news/new-year-update10
modern warfare reaches 0 A.D.
in Game Modification
Posted
For those interested in our progress we showed up another update here :
http://www.moddb.com/games/rogue-republic/news/battle-for-kaliningrad