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Everything posted by Radagast.
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Valid point, that's unbearable. We can change it if desired, but to what should we change it? I'm a bit lost with that, but historical accuracy is a priority thus I'm willing to resolve the issues. We can change it by time. Once we get into modeling your Tang concepts, we can change the Han Dynasty's houses' doors too if you like. (though we don't have the original source files but it's doable with COLLADA too if we pay attention to prop points - I think I forgot to pay attention for the Aristeia release.)
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I'm constantly updating the Chinese Art Wishlist (Scion Development Art Asset Master List where all already existing artwork is striked through.) I'll not let you fall and model it. It's too beautiful to be wasted. Please give me some time (and take your time, you've already helped a lot with this epicness).
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definitely. ideally only one should try to go around the other to avoid conflict. the other could step back a bit though. I hope this won't make it more difficult to align troops in order to make beautiful screenshots Would be interesting to have stand ground to prevent units getting out of the way if another unit approaches or collides (the latter being less problematic then the prior I guess).
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That's where the problems begun, I only had Atlas terrain greeniness. Though one might be able to switch of the textures or switch them to violet or green (for greenscreen). Luckily I've freecut it in GIMP (I think Photoshop has better tools for it but if you are using a student license then its license is changing the CC-BY-SA of 0A.D. I fear as student license is less permittive.). Nevertheless here you go: the freecut versions. With basic glow effect. Not much better.
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Great! Also the shields. One question though: the elite warrior has fewer armor at the legs. Is it to compensate for heavier torso armour? which kind of trousers did they wear (at least for the base soldier it's clear)? The shields are divided in left + right. Is it due to the right ones only being suitable for the elite soldiers? Thanks for the concepts.
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Sorry for my misunderstanding. I now figured you are adding icons too. Epic. You don't need to conform too strictly to the existing models. (as we have a storehouse already modeled I think you don't want me to model it again. If on the other hand you didn't see te existing storehouse then we will model your drawing and add it as a variation, we 'll not waste our councilor's efforts!)
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http://www.wildfiregames.com/forum/index.php?showtopic=18689 Ayakashi. Pretty (+) awesome. I will model it and as the texture theme for the Chinese is already settled I might as well texture + add props for it. Best prepare the Actor too. It'll take a week or so probably as I have already other buildings in the pipeline.
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Numerus - a Statistics Bot
Radagast. replied to agentx's topic in Game Development & Technical Discussion
wow, that's coming along great. (though I wonder that you use the old buttons, I thought they were grey now .. ) I think it was decided that having it ingame should be avoided due to performance + cheating in multiplayer. Though there might be workarounds and the performance impact is not certain too.- 34 replies
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I would love us to really put each civ into a separate repository. I think noone wants to be the one to fiddle all the civ files apart if we decided to do so. (Ok, it might be manageable with only few civs and faction of those though it's not in the sense of building blocks. Imagine in real life you had to fiddle apart a wall each time you wanted to construct another something other than a wall if you only could buy complete walls and no bricks (building blocks). )
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Though you fixed the Egyptian Civil center and other 3d models (including props) and thus are pretty much capable of plugging your thousands of cubes together to a giant viking ship. True I'm afraid. And it must change in the next years. (I can't await it myself for 0AD to be completed.) The Modders always recruit in the interest of the main efforts (as we did try to redirect applications from the Scion Development forum to the main team in this forum and in other places and was the case for Nantchev). Finally if modders joined the main team, this would be ideal (it would lessen the stretch on Enrique who has to commit the work of several people from the forums). I'm not significant. I'm not happy with the overall situation. I'm deadlocked. I have to accelerate or our projects go watership down.
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We could think of something like that indeed. I could try to add disarming when I continue on capturing (though we need a new transformation componenent for it and I have to figure the C++ part side code for this. Ok, for the disarming the prop doesn't need to be removed, but to me disarming means without weapon and immediately prisoner of war, somehow redundant with capturing.) Very inferior attack without removing the weapon prop would work with JavaScript only. Thanks for notifying me, scaling up that building is no problem as this is not an engineering drawing (where we possibly not could scale up the garden house object as a whole because planks and pillars might not have to maintain their thickness). Anyway, I can change it all to your liking, we can even scale props soon with Sander's new patch.
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Hiho Adrian, yeah, cross mod, cross project, as cross as the engine funcionality (as long as proper no custom rig or skeleton is used (in the latter there is a workaround by defining a custom <skeleton>/bone mapping or 'targeting' to the standard skeleton bone hierarchy)). Enrique is indeed the man to ask, plenty tutorials on topic 0AD art spread across the forum. To follow the wolf animation process might give some insights. Strannik is another talented + active animator around. (I don't know if there is a list of tutorials grouped by category somewhere.) The remaining active artists are: 2D := UI + texturing + all sort of other digital graphics 3D := modeling + UV unwrapping et alia (please cry out if I forgot someone or forgot skills) - LordGood (drawings, 2D, 3D), - Pureon (2D, 3D) - Mythos_Ruler (2D, 0 A.D. Project Leader) - Lion (2D, 3D) - Trinketos (3D, texturing) - idanwin (3D, texturing) - stanislas (3D, texturing, animation) - niektb (primitives, texturing) - Micket (3D, 2D) - Ludo (3D, texturing) - Le Druide Galois (drawings, 2D) - Ayakashi (drawings, 2D) - thamlett (2D), - (more, web designers like Jeru, Mish et alia who could surely also create 2D art like icons and portraits)
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Thanks for the offer, we can indeed need all help as we've no small plans. For example we needed to know some possible japanese heroes for each of the major dynasties we model the complete set of buildings (or individual building blocks/parts) for. Concepts or possible battles for each timeframe also are a possibility. You may open a new topic for each, e.g. Concepts or ideas for campaigns based on historical facts. There are plenty of things but sometimes it's difficult to figure what we really want. So don't give up and don't hurry, we are in no rush. We needed generic and specific names too. e.g. 'Elite barracks' as generic name and the most approriate specific name: 道場 / dōjō.
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Pathfinding yet again: NavMeshes
Radagast. replied to MattFox's topic in Game Development & Technical Discussion
True, it's important currently to limit hardware tech and stagnating core speeds. Though I wonder how to best make long and short pathfinder interact. (and I liked the different velocity areas of the old/current non-uniform-grid pathfinder though that is not really used yet .. and we could probably get same results using texture variant detection or using road objects which give units which walk ontop a speed bonus (or vehicles as is planned). ) The new pathfinder has a grid of 1x1 I think and I have hope that unit dimensions will be taken into account. This way, the short range pathfinder could fully rely on the long one. Hence it could follow something like that (though the AoK is probably much more complete, perhaps we can combine it): - start moving towards target location.- look a bit ahead ( not too much to reduce lag, though this means it will use strange routes, e.g. following walls).- if collision with static object can be foreseen: - go round like outlined in the empire heaven post linked by Ykkrosh.- if colliding with mobile unit + mobile unit is moving: - wait one or two turns - if still colliding: (e.g. too many units one after another in a row passing by in front of the moving+pathfinding object) - go round in the opposite direction of the moving mobile entity_s direction of movement or introduce priority system to determine which side should let the other pass (preferably the side with less units should pass first if overhead is low). - continue moving forward until target is reached (walk round a lake if the target is on an island in the middle and can_t be reached. choose nearest possible location or make unit demand a ship 'Unit requests a ship to reach target location.'). -
You don't necessarily have to draw the model, we really don't want to overstretch you. (I could model it from the picture)
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hey, thx. will check back the name then. It's an honor to me. we can easily change it or create as many variants as desired (the tents will best be props like the fire(s)). Note that the buildings'/posts' height is a bit higher due to uneven terrain. Those irregularities of the main tent will essentially not be seen ingame. (though I should fix those in time) We will probably need to increase the height of the main tents' entrance. Also I should insert a ground plane as of where the natives' settlement's origin / 'sea level' is.
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Wow! I'll model it. I hope we can maintain the differences as far as possible and feasible. The buildings could be either described as Chinese influenced or we could later tag it with a location or direction of our territory North/East/South/West or best determine in which direction the next Chinese civilization AI is settling.
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Does anyone know how the natives were called in Japanese? 土人 is what google translator proposes for aboriginies/natives. Thx. Loki for proposing Ainu Hep. Without Le Druide this model had not been possible. My greatest gratitude to you.
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./maps/random/rmgen/library.js:function createObjectGroups(placer, player, constraint, num, retryFactor)retryFactor: how often to try to find a place, then abort (no matter if num object groups created or not). 40 function scaleByMapSize(min, max) 41 { 42 return min + ((max-min) * (getMapSize()-MIN_MAP_SIZE) / (MAX_MAP_SIZE-MIN_MAP_SIZE)); 43 }What could be the units here? Meters?I also wonder if the constraint of 0 stayClasses(clWater, 0/*distance*/) is correct for all cases as I thought tiles were 4x4 and we hence had to use 2 to find a tile's origin in all cases. Not sure though, so better wait for one who actually has experience with that. Perhaps FeXoR if he not just the moment fights the different water levels.
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adding new resources (ie water, and Cloth)
Radagast. replied to FueledByOCHD's topic in Game Modification
@AceWild: He didn't mean it to sound harsh. Neither meant I. I think your point of criticism is fair for 0A.D. as it currently is. Though it might be different for mods. Also isn't StarCraft 2 essentially the alien among RTS? people tend to be much more interested in how the future could be than what the history looked like. Otherwise there'd not been that many wars. (interest in foreign alien worlds is high, just look at conspiracy theory or search for free energy and you get an idea of the dimensions)- 57 replies
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Nope, our lead programmer has left us due to his job. :-( (curses for this job which brought us into that dilemma) Wasn't it in talk to adopt the AoK empire earth short range pathfinder? Philip (Ykkrosh, our lead developer) has once outlined an algorithm in the forum topic linked in the ticket you posted.
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I'll create both.