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Radagast.

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Everything posted by Radagast.

  1. I would love to use it. The right roof (noble version) apparently can't have such many details in geometry. I like your texture where you added the "rounded roof tile hills" via texture detail. Perhaps we make your roof a bit more convex via 1 additional loop cut. If noone points out further improvements then we now have a new standardized roof.
  2. Oh thanks comrade. I have to change something about the tri count. The storehouse has 12 700 tris currently. The texturing currenlty is a failed experiment. Even the view into the inside of the storehouse looks severly flawed. The UV unwrapping is pretty difficult to handle as long as I apply modifiers too early. Will reduce tris + texture properly.
  3. Sorry for the inconvenience of changing my nick. It was necessary to reduce confusion. I'm known as Radagast since 5+ years in the internet + you never should call yourself after a hero (like Hephaestion surely was as Alexander The Great's best friend). Radagast is fine, it fits the confusion I spread. Yesterday on IRC we talked to Enrique, he gave us tips and might eventually recreate a struct texture for the chinese. The roof colours we settled on were those darker ones Ayakashi used. Also those dark-bluish color that the cinema seems to use for Chinese roofs. We decided to also include the Chinese Tower of Ayakashi, modelled by Strannik. Probably as variation of the already existing tower until we have more feedback of Ayakashi.
  4. LeDruide, you are a gentleman. I hope you are fine. I did not mean the Japanese roof in this case. But that's been my fault because Ayakashi proposed a new roof (see my post a above for a middle way??). Sorry for the confusion, Druide. I'm not sure but references seem to be rare. http://www.wildfiregames.com/forum/index.php?showtopic=18093&page=3#entry294830
  5. It feels like Scion Development used Clay models as reference. Me personally I think those clay models are simplified way too much (due to the very nature of clay). We could try a subdivision (1 loop cut) of the roof 'wings'. Though is it a significant improvement? I'm not sure.
  6. Updated the mod info file for Rise of The East. @LeDruide: Has the roof still to be changed or isn't our new roofset rather for the advanced houses + decorated buildings like temples? @stanislas: You surprised me. That you edited xml and committed art - shows indeed that you are a full artist. Thanks for adding AO maps for the houses. you are not only your own master, but also of me, the old long-bearded.
  7. I will rethink of removing the other cases. Though in my opinion 0ad 0.0.16 is more natural than 0ad=0.0.16. But we can remove the other cases if you really want it. Topological sort now is in. Save Configuration- & Launch/Start Mods- Buttons now are hidden by default and only shown if Auto-Arrange (read: topological sort) has been executed at least once. If a new mod is being enabled, then Auto-Arrange has to be executed again and thus the Save Configuration- & Start Mods- Buttons are being replaced by the Auto-Arrange button (to clearly show the user what step is next).
  8. Ok. Great news, leper's C++ part in the newest revision is working again. I must have forgotten to recompile or there were some other filesystem issues. Also great is that symbolic links are supported. That's a huge feature as it allows to have several copies of a repository checked out (e.g. 0ad_content/ and 0ad_dev/) and still only having each mod (e.g. Aristeia or Millennium) once! Single source principle is our friend.
  9. Only topological sort left. leper fixed Atlas in the mod branch. He also fixed some edge cases where the branch crashes which Sanderd17 found while testing. Manual reordering of enabled mods (to allow for a custom load order, e.g. first load 0ad, then aristeia, then millennium or the other way round).
  10. I figured git can even host releases. Depending on expected downloads, this may be an option (if there are not too many, e.g. for 0AD using git might be no good, though I haven't checked the spec as of which traffic git allows).
  11. Radagast strides by and scratches a long forgotten sign into the sandy road in front of stanislas' obelisk in which he carefully engraved a secret formula, beginning to glow when someone wants to create an helmet. He looks up all the tips and whispers, more to his beard than to himself "Whew, those skeletons may not wear hats, and nevertheless there are great improvements under the hood."
  12. There was a typo. Only affected when the 0ad repository has not been checked out into $HOME/0ad but for example into $HOME/0ad_dev. Now fixed in newest version. (attached in first post). Call like this to initiate a non-default repository location. Using --prefix. /path/to/build0ad_on_linux.txt --prefix=$HOME"/0ad_dev/"
  13. We settled to finally get rid of the manual total_size attribute in the mod.json. We integrated a version number. Dependency checking now includes version number. Allowed are "mod version", "mod>version", "mod>=version", "mod<version", "mod<=version", "mod=version" where "mod version" is equal to "mod=version" and "mod==version". See aristeia mod.json (mod-info-file) for an example. Next is topological sort + make manual reordering of enabled mods visible.
  14. True, bronze has been used later too. Interesting, Zophim has already worked on something related. That's good for 0ad extended. Though it's a bit confusing that Aristeia is often declared a "Bronze Age mod" then. If I understand correct than Aristeia is a collection/pack of content related to the after-Stone Age + pre-Iron Age0ad timeframe. Ok, then that's the goal. Though depending on how much artwork is being created it might only make it to a mini faction (read: not playable). Depends on our activity. To not overstretch the art department full featured (playable) factions should be only those listed in Lion + Zophim's famous post as Major powers.
  15. @Shield colour: Unfortunately we can't colour the shields. Colours have not survived into our age. That means we need to keep them as bare bronze. (Reducing art workload as byproduct) @Helmets: Awesome, you tackle those! The iron one is still needed for sure. Either for elite units or later with flow of time with time tag to slowly replace the bronze one. (approx. 900BC..700BC, zenith: ?, last: colonial?.) May sound confusing. Here the most important part: Thank you for modeling. It feels like you'll soon fully master textures too. Then only have to learn XML and there you go, a fully equipped artist with skills: model -> UV unwrap -> texture/paint details -> xml -> git versioning. If we only had more of you, don't you have a twin?
  16. Indeed, though the final goal is flow of time. Then the epoch's transitions are fluent. e.g. that bronze sword first occurred in 2000B.C., had it's zenith in 1433BC and last occurred or was somewhat obsolete in 1200BC when Iron was available. You get the idea. That's why a mod's timeframe limits shouldn't be seen as overly significant. I'm rather interested in a per-item time tag than covering 2000BC..1200BC and then all items having this timetag (which is somewhat a historical distortion as not all Bronze Age items existed for the whole bronze age epoch). Nice you tried to figure a date. thx I still wonder if Minoans are a full faction. Generally this is easy to solve: - Each civ starts as mini faction. - Once enough buildings + units are modeled + textured, this civilizations gets playable (i.e. gets a civs/civilization.json).
  17. Indeed, though I think for historical accuracy's sake we should not force all docks to be the same footprint (size). It makes the civilizations less distinct. Imagine creating a British Commonwealth faction and addind Titanic. Now if we strictly forced the Titanic's footprint to fit the other ships of this class then we no longer had the Titanic. Even more extreme for giant ships from WWII. If we have to force an equal footprint, then it's a historical distortion (character + appearance totally different). At some point we should check if the 3D models fit its real world analogons. Best use real world engineering data as reference when modeling. (alongside with an existing building for scale synchronization)
  18. The mongols are already planned for the medieval epoch (Millennium Part II) as feneur said. Unfortunately the mongols + turk tribes extinguished the last Roman remnants in 1452 because of the Hungarian Caesar taking command from John Hyunyadi, when victory was almost certain (I think I told this story already). The mongols will be excellent for campaigns (e.g. the 2000 ships they sent to conquer Japan - their third trial to do so! - though a storm didn't let the ships fulfill their purpose). Feel free to throw in every bit of information you can find. Genghis Khan was the most famous one, but his grandson had finally almost conquered the whole world. (they didn't know there were continents like Australia + America or at least they did focus so much on Eurasia that they thought after Europe + Japan + India they had conquered it all.)
  19. Committed assyrian banner, mod info file for the mod configurator / launcher and half of the templates are somewhat ready. We could/should derive the textures from the Persian 0AD faction. @Lion: Interesting concept. They state that the unit was a commander. They also said that the shields may have had ornaments + be coloured, but there are nothing but theoretical hints. No archeological evidence. Thus we can live with pure bronze (outer shield metal, the inner was made from linen + leather for the bigger shields while the smaller Assyrian shields may also have been bronze only).r @Bronze vs. Iron: The german text about Assyrians mentions Iron swords were introduced from 900..700B.C.
  20. ++Excellent. @Lion: See here for unit body texture references: http://www.gutenberg.org/files/16162/16162-h/16162-h.htm ... 20:33 < rada> http://world4.eu/wp-content/uploads/2013/04/ancient-assyrian-clothing168.jpg ... 20:33 < rada> (the right one is the king)
  21. Thank you Zophim, it's exactly what I meant. reusing Hittite Spearman (the basic). This also means you have less work in the Hittite Design Document as the basic Hittite spearman is already described in the Assyrian document. I realised that there is the Assyrian Raider and already created the xml for it. Once other WIPs are settled (e.g. the Mod Configurator) I'll start creating those units with Lion. Modelling buildings also is easy due to the many reference images in the book you recommended in the design doc. Excellent work.
  22. I also noticed the Auroch bulls have already been rigged by Micket too. http://trac.wildfiregames.com/ticket/1970
  23. speechless, simply speechless. And don't miss that mega blue gold unit screenshot. Also don't miss the Ponymod unit: But Stan, is an officer in this zip file? What an incredible present, comrade.
  24. It's impossible? Can't we make the Engine.Camera* C++ functions available in the simulation JSInterface.cpp too? Focus hotkey can control it and it's just a hotkey. Can't then the simulation components also initiate such a hotkey command? It must not necessarily be synchronized for all players at least for my usecase as for each player it will be a different perspective of the story. Though you are right, there are usecases for synchronised camera view. Also there is: cmpPlayer.SetStartingCamera(position, rotation);And that one at least would be in the simulation code. Though I saw only GetStartingCamera and HasStartingCamera are in defined the simulation2 C++ code. I post that often because that's a major setback for me, for both the Hybrid AI and our trigger campaign.
  25. Oh, a beardy general? Decimus Brutus? A beardy Gaul capable of throwing obelisks? A tiny Gaul hunting wild boar, btw. I didn't find a boar in Atlas. Did I overlook it? Isn't it the same mesh as the house pig? Though I feel a bit strange when putting such a pink house pig into a Gallic forest. Or perhaps a miraculous druide? Or the Roman Commander in Chief, fellow consul of Mark Antony, the late husband of Cleopatra, mother of Ptolemy? Btw. is it true Gauls bear their chieftain ontop of a shield?
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