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Radagast.

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Everything posted by Radagast.

  1. Hey, Stan and Niek, well done. Looks really good. Like the idea with the different treatment and versions too. We have the first variation. Rusty and not. Wasn't in the trash? Searched the whole filesystem. Me myself I sometimes accidentally move them somewhere unexpected. Ah, I see, you probably have the older gimp and never saved as xcf? I thought in the new one this was impossible not to save as xcf I mean. (Using insane bump too. Glad it exists. The viking swords bend easily? intersting ... didn't expect that, probably they preferred bending over breaking?)
  2. Interesting ... it should be possible. I recall Feneur once saying it were possible to animate the prop and the bone the prop is attached to. So a flail should be doable. (they wanted to do a dancing sword animation, some artistic weapon manoeuvres)
  3. Lion rocket. Stanislas sorceror. (my current impression ...) True. That's possible as a prop. Only animations, so no self-thinking units but well, that's already pretty cool. Also, if they are attacked they could automatically switch to the attack animation . Though I don't know if they do damage if they are only a prop (of a building in this case). Supporting Romulus' position, you are doing an awesome job, colleagues. I'm really impressed a lot. Thx.
  4. Wow, how great is that? Have you created those?
  5. Nice work. Do you plan to create the variations by using a modular system (at least for the mesh, e.g. roof, .. exchange with that one, texture with that ... Tower fits there)? Just thinking of our future prop system. Would be interesting to know if the additional vertices in a modular system (basic structures, e.g. walls that can be propped to gether) would be significant. (it would probably double the vertex count if I follow Enrique's art tips correctly). Do you think to add an animated minter? It's not possible to have a real unit there because of the obstructions. :/
  6. Prop attachment point? Hmm. Do you mean how to position the origin? http://trac.wildfiregames.com/wiki/ArtDesignDocument#Tutorial:Propingwithpyrogenesis3dsmaxplugin Brilliant work Stan!! The first for the s.For For the helmets we have already some choices around in our giant Viking thread. Though you showed some variants I didn't see before. Interesting.
  7. Nice to hear that. We will help you on the way. I have already some things at hand for such a venture (e.g. flow of time, essentially the engine has this already ... it's not having any effect currently). Will you use a hard cut to change epochs? Or rather seemless, like we plan to do it somehow. At least that's what I'd wish to have. Still have to think more about how to make this happen.
  8. A Wiki is there to get YOU involved and fix the errors you encounter. It's fine to point the errors out. It's even more appreciated to fix them. (wikipedia is publicly editable, with review of course) For a start three ships will be enough .. once we have a flow, we can still get the 4th done as side-effect. Don't forget our epic naval plans. Or sailing the vulcanos ... I always wanted to try it, but in this case I prefer simulating it first to be aware of the consequences. Hence we put it as a mod into 0A.D. to see if we can have vulcano sailing ventures. (something must be wrong with me today, my comments ... well. a bit crazy.)
  9. I see our efforts multiply in coming time. Byzantine and Viking civilisations will benefit of this steady increase too I hope.
  10. Thanks Lion, master of latinamerican references. I will try to fix it as soon as possible. You have done a good job. Hopefully the Mod Manager will spread its word farther. Converting healers ...
  11. God, Enrique is our god!!! How you made this, you have solved it ... omg .. Enrique you're my hero tonight. *Hephaestion can't believe Enrique is his master ... much to good for me, .. should punish myself .. immediately .. where is the iron ..* Really, this is awesome news. Is it real? Probably I'm dreaming. Don't punish me if this is not real and you read this message. I will delete it once I woke up. Thx.
  12. Please be more general. Not initializing any variable before use causes pretty crazy problems. The problem is initially one thinks they might be in an undefined state. But just like FLHerne said, the value is random. That's why if you want to have an undefined variable in e.g. Java you have to assign it null .. despite you thinking no initialisation means null anyway. This misunderstanding can generate heaps of problems. It's easier for a machine to not care for the content at this point of memory than to force it being null, undefined, 0 or any other fixed value. To initialise all variables at system/program startup has to be programmed explicitely for each hardware/program. One can't rely on it. It's not certain. So always initialise variables at some point. Best not directly then when declarating the variable - though the compiler/interpreter probably is able to optimise this away. This is not too relevant for high level programming but rather for your engineering studies, Stan. Just wanted to warn you of what I at first had a hard time to understand. Still I'm just a noob. I think this is a misunderstanding. We're mixing Error and Warning now. Warning is okay, Error might be too much.
  13. Is the roof in player colour? Interesting. Really that's looking quite well. Of course it's a strong contrast against the background buildings and in general ... still I think even the bottom stony part alone would give another nice building.
  14. I feel WWII as a strategic masterpiece where humanity tried to coordinate the whole population to achieve their goals. So essentially everyone was at war, if a factory worker, a sewer or a soldier. All depended on that edgy decision of few persons. Never seen something more spectacular and that horrible before. Do you prefer the tactics or the scenery , ah I missed it, the protoganists of course as you mentioned you are into characters. Military or civil or mixed? Anyone tell me if I'm still awake? You must have done all those details with ZBrush? Or Dyntopo in Blender? Low poly models must be an easy sculpting venture for you. Incredible. (ay guessing have to get our sig image somewhere ... )
  15. Ah.. my bad. Perhaps it just appears as a diff because SVN trnk has changed so much. @Lion, Idanwin, Nomolester: Doesn't anyone remember if it's a diff or if it's a full copy of the data/mods/public/ folder of 0A.D. which you then changed and added to. If it's a 'diff'* then it only contains files you have created.you have changed (overwriting the corresponding mods/public/ files).* I just call it 'diff'. It could also be called, minimal redundancy copy. Or rather: disjunct (besides the adapted only files).
  16. Interesting. I just call it like that because what you found supports 30 3D filetypes. Good find. And it's open source and handles animations. Haha, well done. It's okay, if you like 3DSMax. It's cool. Variety is no bad. Blender has weak points too. I currently don't know exactly what to think other than that we have to fix things and make our plans happen before we get lost. What? What you say? We are already lost? .. well *lost
  17. it's from a unknown non-quality alpha program, I'm afraid. I think it's called blender. Good gracious, where did you find this multi-talent? It does the animations it seems. Perhaps this can solve our issues? I understand you, don't worry. It's just because it's crazy just to support 3DSMax if there is blender anyway. Still the old animations have to be saved and that's the main reason for me to fix the compatibility. Still hoping for Gaia .. or really perhaps have to provide a patch myself. Oh no. Really. I have other plans. (so has Gaia I guess, so no chance to have it fixed) Oh, but you have found the 3d-multitalent.
  18. If you are so about moral: Do you know blender? It's said it really exists. Btw. @topic. Kinect could really help us alot. Have to add it to my list. Even if we don't have stunt(wo)men.
  19. ?? Colleague, if it's a diff then there is nothing to update. Wanna update your models now because some lines in SVN trunk changed? Of course we will help maintaining it, it's easy in the CoM structure where we avoid redundancy. If something in the XML has to be changed, we will fix it. For now it has lower priority for me than the features on our list, but we can get this done quite quickly once we are into it.
  20. What I mean is, if all files that you provided are different than those in the public. Have checked it myself: Seems to be the case. Ha, if you don't check it then it's wrong. So I checked it and here is the result, looks like some files are equal: hephaestion@0ad.CoM:~$ find zip -type f -print | wc -l362administrator@pc01:~/0ad/CoM$ diff -y -q -r ../0ad/binaries/data/mods/public/ zip | grep zip/ | wc -l289Btw. All your ZIP files seem to be more up to date, at least there are more files than in the linked repo. Have edited the post.
  21. There are some differences to that repository: http://sourceforge.net/p/aristeia/code/ci/master/tree/ Why?Btw. Nice work Idanwin, Aten and Lion. Is it a complete diff? So all there is is not in the 0A.D. mods/public/ or at least all files are changed. Edit: All your via ZIP provided files seem to be more up to date, at least there are more files than in the linked repo. For a detailed diff see below. Also 79 files of the zip seem to be exactly in this condition in the svn trunk currently. I think before checking it into our repository collection, we should await Idanwin and Aten's advice.
  22. You will fail? Ha, I will also fail this year I guess. Don't worry. It's normal. Do ya need help? will help where I can. However 3DSMax users get the animations and models into Maya doesn't matter. As long as it plays back correctly. Perhaps Maya has a working COLLADA exporter. Then all is fine. So grab that Maya 2014 if you like. ^^
  23. We are always looking for new members I guess. Conquering the ancient times can't be done alone.
  24. Dude, it's not 3DSMax that makes the animations incompatible. Don't waste your time. It's the order of vertices/bones. We need: to reexport all animations from their .dae files.That's why we try to get them into Blender.Then we export and the animations should play well with all blender exported meshes/animations in pyrogenesis.If it works instead then we might not even have to reexport all: Additionally we can go the 3DSMax -> Maya -> .dae and 3DSMax -> Maya -> Blender -> .dae way as for Maya this issue should be fixed in blender. GaiaClary since has been treated a bit roughly from the blender mates, so I guess this case is lost. Engineer? Wanna join us here? My humble self Aerospace student.
  25. This kind of conversion looks like being special to certain unit types. Almost religious. The capturing <-> surrendering system will be quite different, so our best bet for conversion could be the adaption of the healer system. i.e. a monk must stand still for action (i.e. instead of healing talking: convincing for conversion).Alternatively Aura may be used, but I prefer the healer system as no monk converts you without talking or threatening your life. Mind control could be the same functionality. With the difference that the enemy unit is not converted, so it's only as long in your control as the controlling unit is nearby. This could be a mix of our capturing and the above conversion functionality. Good to know that it might be useful to be able to combine both.
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