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Radagast.

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Everything posted by Radagast.

  1. That's good news! We never mind new colleagues in our ventures to move this planet - and if it's by an inch only. Just ask us if you need to know something special - or if something looks strange to you at first. Whatsoever, never lose your mind. .
  2. wow, yet another surprise, didn't know you planned that, too. Already analyzed China's wall? Will you make the walls run along hilltops? I got suspicious of the min and max as they are function calls, so I googled it: They say it's a 35% saving to replace min(_, 1) with if else or even better use ternary operator. The not so good readable but speedy: <condition< ? <met> : <not_met>The blogpost is quite interesting, it also deals with python's slow gauss and how they replaced it: Also, can't we abschätzen a bit more? Those - 1 and + 1 look suspicious if wx and wy are meant to be non-floats. Though I don't know the details. Dom't you think the min() and max() has to evaluate every parameter (expression) given while an if else usually often is lucky and has only to examine one expression? Another reason to replace it by if else? I'm not sure myself. I'm afraid this would make the solution look much less elegant though.
  3. Radagast.

    Mint

    Goodness, it's coming out better and better ... Finally you have already finished it. What an achievement. I wish to be the smith just forging something. Or rather minting some spectacular mints picturing a dragon. Thank you so much for those detailed videos. I see it's quite similar to blender, so blender is more SPACEBAR and shortcut centered. I should definitely follow the procedure ... perhaps I have to downalod 3DS Max. hm.. I realise I first have to switch OS. Yet another programmer. It's sad for me the same might be true. Still looking for how to solve all those programming pitfalls. I have to say a GUI is one of the main creators of pitfalls though it's nice to look at, having colours around is never a bad idea. Imagine living in a sandstorm. Honestly, this sounds just like the way to go. Must have read the procedure I described while I was dreaming. I asked strike-through tags for help once again - to keep the confusion I create at min.
  4. Thanks, sounds reasonable. Happy Holidays to you. Tried to find a solution with existing models but the error is consistent for 3DSMax .dae, while it is non-existent for blender models such like the celtic siege battering ram. Sad with the rotary mill, but hey once we fix the 3DSMax <-> Blender <-> PSA incompability it will be much easier. Once I have time to continue my efforts we will make it happen, step by step we will narrow down the problem, just using our 3DSMax master's proposed procedure!
  5. Well, we might, but this requires us having all in one folder structure. Nice if you want to link in a relative way (path) to other files. Or for creating symbalic cross-links. Or is it possible to create sub-folders to the Council of Modders main github-collection? @Lion: El matadore. How to best combine with the thamlett's in hard work gathered marble? I like it. It's a pity there is no chance to add some dynamic html foreground text. That menas we always have to render a text onto your image to make it appear ontop the cool black grey bar at the bottom of your signature. We have to wait for thamlett to ask him for the marble. Smaller size marble left to our fancy logo? Btw. the logo reminds me of a tower and helmet at same time currently. Way cool.
  6. Catastrophy so far! Only WIP. Have to rework it and we still have to re-export the max files. Or, didn't Stan already do this? .max -> .dae My report so far is partly completely wrong as we have not tested for the new .dae 3DSMax exporter, have we?
  7. Lion, you are the master. I originally wanted to keep the markup as Markdown-language also supports these structures. So that we don't have to redo the formatting, that'd be a timesaver. Perhaps I'm just confusing you all too much. Should write a bit less. I guess they do. For me personally it's easier to work on several projects at the same time, otherwise you are falling into a deep hole if your only project is completely stuck. Take your time, colleagues.
  8. Ha, good having some eagles' eyes around. Thanks for clarifying. Agreed, compilers do strange things, switch optimization off if you want a rigid system. Apart from that for typed languages and floating point arithmetic which I apparently made not clear enough, the x * (1.0/2.0) multiplication instead of division x / 2.0 makes a real difference. I just forget about JavaScript. So what I pointed out actually is completely unrelated as it can't help out then. Thanks for the hint Sander. And excuse my confusedness, i have to pay better attention of my long beard not getting stuck in the thorn bushes too often. Interesting. I hope FeXoR gets this template structures soon. Does it relate to making parts of our simulation available for Random maps to use?
  9. Radagast.

    Mint

    Sorry for ambiguity. Meant that they will come take you and leave us here alone without art team .... very probable indeed. That's a sad thing about open source projects. We must succeed in building that agricultural machines to make us less dependent on money. I love food forests for example. And meant mint instead of mill. Recently worked on a real world manufacturing mill, just too confused ... What are saying here? Am I getting it right? *Radagast can't believe it ... this must be a dream. You found a dragon in settlers that was never used? And what about german friends? How do you know all this about me. We loved this game ... really you made my day with your comment, I wish I were a more talented modder. We must not stop. If people believe it or not: It's finally all about magic. If it weren't for magic in live ... well ... what then this would all be about? Perhaps at some point we can get it in our CoM->share repository? I heard about the issues you were facing with the alpha channels and colours ... I'd happy to help if my humble self ever had the capabilities to come close to yours. Comrad, as I read it, you UV unwrap the models, put materials on, optionally assign materials to vertices in Edit Mode (if pyrogenesis allows). Then later it is all being baked. That finally results in the typical one-piece textures ... but I could have misread it totally. I have not yet come around to testing this. So don't give up. You can be assured my bow's loyalty. I'm pretty happy with what you produce. It reminds me of settlers and of legends ... stories of wisdom ... *woke up* Mint, we can mint mints? What a great idea Stan!!
  10. The Council of Modders wishes to lend a hand in updating this mod to the newest 0 A.D. version if this is in conformance with Kimball's interests. Kimball, the Council's modders at Your Service. If you need help in any regards. My humble self will also lend you my bow if you have some ideas or a wishlist for RoTE. Also note the by Wildfire planned Mod manager that will make your mod maintaining and extension live easier..
  11. Radagast.

    Mint

    The mill looks brilliant! You're a talent, a question of time when the art studios just take over our complete art team. :/ I love settlers, .. it was so cute we (my friends and mine) really dreamed of settlers at night once we were in our 5th school year ... If I only knew how to do it ... directly put a UV/ImageEditor, create NEW texture and go into texture paint mode? Eventually opening in GIMP via UV/ImageEditor -> External Tools? And you paint it all on one huge texture? Or is this just as it is baked at the end?
  12. As a workaround you can switch of the WYSIWYG editor, besides colour coding BBCodes or HTML yourself is quite straight forward.
  13. Is this still relevant? Compile time optimization possible? Can compiler replace divisions by multiplication and shifting?yes, because it's only constants or integers!=> DON'T OPTIMIZE. Compiler will (probably) do.no, because it's floating point.Is calculation in a frequent loop or heavily called function at runtime?-> optimize.Otherwise DON'T OPTIMIZE. Compiler will not do, but it's not worth it.trigonometric functions imply floating point. So if you think the above is true. Then try to get rid of your division. Also note the 2 as 2.0 or 2.0f for float for clarity. Then do your optimization manually: So this (cos()+1)/2 from -Pi to Pibecomes: (cos()+1) * (1.0/2.0) from -Pi to Pior if you prefer: (cos()+1) * .5 from -Pi to PiFor the others I'm not sure. It finally all depends on how well the trigonometric function is doing ... If you'd had only integer/ie. non-floating point then division by 2 (== 2^1) might be put as int >> 1division by 2^2 as: int >> 2multiplication by 2 (== 2^1) then could be: int << 1by 2^2 as: int << 2
  14. I think it's pretty cool to have some trees in a flooded region at some times. Sparked another idea for our ventures: floods and tsunamis, vulcanic eruptions and earth quakes. Not to forget the climates influence on the ground textures, so your green valley might become a desert over the centuries. Edit: Actually I think it's quite common for forests having glades? You two: rock on. This realism is amazing.
  15. In this blenderartist topic I quote some exported .dae files. Especially this Line 54 explains how we can get our COLLADA files to work even without only using blender empties (what I recommend for compatibility with other program's sake). Remember this: If we remove all but the armature geometry node from the geometry list, then we are fine to go to pyrogenesis without multiple object error.If we loose empties on import of COLLADA .dae files, then go ahead and copy the empties' child nodes from with the armature hierarchy into the geometry list. And they will show up in blender.The vertex weight, vertex ordering or bone pose coordinate frame axes anomaly (.dae importer not converts it?) still remain.
  16. Thanks, leader. Indeed It feels the same here, sometimes changes are not visible at all. The most interesting thing is that when I change the orientation of bones, then it's visible with the animation that is embedded (i.e. if the <unit>.dae is used for both mesh and animation, then it works!! always, and changes reflect correctly.) That's why I also believe now that the Vertex indices in the PSA files have once been created in another order (and we are not able to get the vertices in the same order into pyrogenesis!),OR the bone's rotations are not taken into account properly at COLLADA import of blender. (this is support by the observation that rotating the bone around x-axis in EDIT MODE results ingame in a rotation around the up-pointing axis, that is y-axis. but this could be because of the bone's pose rotation too.)OR BOTH For the latter case I have to file a bug report (just like for the missing empties). For the PSA bone/vertex weight distortion I have no idea. Perhaps it's really fixed if GaiaClary can have a look at the bone POSE local coordinates import.
  17. Well spoken, Romulus! Do we need the subforum of an 0 A.D. Mod-pack below the CoM in the wildfire forum structure?? Of course, it would be cool, but If they want the Mod-packs to be split. Because RoTE will still be separate and in a higher level forum folder then: WFG/Game Development/ RoTE/ <mod-pack>/ ... CoM/ Millenium/ ROME/ <mod-pack>/ Will look as if CoM were a mod-pack itself. Not sure if our manager will support mod-packs in mod-packs. @Lion: Best would be if we could reproduce the important content using markdown. I could convert it from HTML/BBCode to markdown perhaps. So then we had the idea/wish list globally available. It should be global as the other sub-projects/task are derived from it. E.g. art projects (e.g. those idea you decide hey, why not create that model for this Aquaduct or similar..)programming projects (e..g how to get the water flow in this Aquaduct, ...)I would love to encourage you to use the Git repositories more . Though having different versions floating around, it'd be good have a link that always point to the most recent version in the repository. (e.g. share/Tutorial Unit creation.pdf) This way people always find the most recent version. And also alwas link to the most recent version in other forum where they might want to share your tutorials. This results in fewer dead links. @Niek: Wow, soon Chuck Norris will join our team!! Hopefully this encourages people to mod ... we are striding for something really interesting here. Thank you for the immense work!!
  18. What we want to say, is: You have to learn to think like a machine. (you can hide instructions from machines using /* a comment */ or //right of these slashes is hidden, so even the bracket, because it's on the same line right of the slashes-->)Break the code down into single commandos:e.g. the one Sander posted: Each characters (e.g. i or limit above) are your brain. They store something somewhere on your machine (memory).Machines start at 0, not at 1 !! So usually you find such loops (instead of the above): for (i = [b]0[/b]; i <[u][b]=[/b][/u] limit; ++i){ print "I am a string. It's the " + i + "th pass of the loop. Break over to a new line -->\r\n" ; /*<-- each commando has to be separated somehow to tell when a new instruction starts. This can be \r\n or ; ... it depends on how it was defined!! it's human-made! */}I prefer writing the above loop this way: i = 0; // start with 0howOftenShallILoop = 1; // loop only once (so essentially you could leave out the loop in this case.while (i < howOftenShallILoop){ i = i + 1;}The last loop broken down into pieces is:I have a 0 in memory (i could tell you where exactly but you're not interested in it for now as you have enough free storage space left:)!).As long as i is < howOftenShallILoop we execute this operation: i = i + 1which is the core of our program (leaving this out would make your program never stop!! it would loop and loop and i would always stay < howOftenShallILoop. :/ No chance to stop your program than other than ... well .. you know ... to 'kill' it, say, hey, no more energy for you no matter what you're doing currently (could be fatal). So better ensure your loops always find a way to stop.The i = i + 1 means: Take what we stored in i (our 0) and increase it by 1. Then store it back. So essentially at least three operations in one.For this there exists a short form, because it's used so often: ++i
  19. This image might clarify: The bone coordinate frame is y-up before exporting. The rest is z-up. So are the empties/prop points. (I'd love blender to make an object without vertices an empty and not introduce another object just for empty's sake ...) Left is Pose Mode, to the right is edit mode, both show local coordinate axes. Edit: If blender COLLADA export settings are set to "Export to OpenSim", then the animations get distorted in another direction, the bones look flipped then. So probably this indicates that indeed the PSA file seems to have lost the indices. It being a binary format, fixing the vertices manually is somewhat difficult.
  20. This is what the in dude.dae embedded animation looks like. All working but the prop points, but that's unrelated (as I still did not synchronise your prop point and my prop rotation).
  21. sure, here you go: dude.dae Thanks stan, that explains it , will look for this working FBX importer or FBX file then. Good idea. Will test it and create two gifs, one old walk (psa), one new, though I think I tried this yesterday and the result was equal. Do you think the axes could be messed up? Though that the animation that is embedded in the same dude.dae does result in a fully working animation, without vertex distortion. So probably the vertex order could be messed up within a vertex group, just as you stated. Have created a .dae Walk animation, the gif is bad. Didn't know this one could be used for step dance too if only played quick enough. Difficult to tell, as I had to replace your empties with mine. Then I realised the anomaly, as the location was different though I copied it over (CTRL+C when hovering a field) from your prop points to mine. (which resulted in all but one of the comparison images above -- the exception the one where I compared the bone local coords to the bone object coords that essentially are inherit the orientation/rotation from the armature as is beeing expected, still the bones' rotations seem to/could be overlooked by blender's COLLADA importer, perhaps the z-up is still y-up for the bones? Have to test again trying to parent my empties to your prop points.) Absolutely, to make it compatible is the goal. The topic's title: Animation pipeline must have confused me. So that now Enrique is angry.
  22. Could use this opportunity to revive your WallHeight WalkHeight patch too. Combined with some animations:[] Units sitting on wall (as long as no enemy unit is nearby),standing up. sitting down. laying down. leaning over wall battlements (looking down). Units patrouilling walls. Actions: Units patrouilling walls. Garrison in tower . Change to other tower. (already done in your patch ) Civ center Alarm makes sitting and sleeping units on walls (everwhere?) wake up.
  23. Windows: Intel IA-64, x86. Linux: Intel IA-64, x86, ARM (mega-widespread, Open standard, almost every smartphone), Analog Devices, Alpha, C6X, ETRAX CRIS, Atmel AVR32, Hexagon, H8, M32R (Misubishi), Microblaze (Xilinx), MIPS, MN103, OpenRISC, Power, IBM, PowerPC, SPARC, SuperH , Synopsys DesignWare ARC cores, S+core, Tilera, Xtensa, UniCore32. If you don't to lose all your work in the near future. Go with an open system. Someday you might want to reuse your programs on your anti-gravity laser optical quatuum non-screen-required hologram device. Now look at the list above, take the decision to your liking. Fear of Windows 9 losing compatibility? XP support was dropped (now university legally is REQUIRED to trash all XP systems) On the other hand there is our Archlinux, a bleeding edge system. Belongs to noone other than this planet. No more updates, live update / incremental updates only (event the kernel). To not get shocked at the beginning better start with Ubuntu, it's just like a smartphone platform and simply works. There binaries for everything. No compilation required. Simply ask sudo apt-get install officeand it will ask if you meant LibreOffice. For editing DocX there is Docx4J upcoming. For TeX us TeXLive which integrates with LuaTex (use Lua for creating your documents) which will some day replace all TeX-specific commands. Okay, we've lost. Take Windows, because you have to use Windows for University anyway (as universities mostly have Windows installed, perhaps all those thousands of licenses are too cheap, noone really knows?). Use Linux in your freetime to feel morally fine, Earth's citizens have created it and will always help you out - even in future (programs from 30 years ago still supported without changes, e.g. perl, ..). If apt-get fails to install your program, don't worry, try again with: aptitude install blenderand it will resolve dependency issues if you say you don't like the default solution. It looks for more solutions until all is fine again. C# is a good choice indeed. So look for Visual Studio, get it, install it. Search for C# getting started. (it will probably even help with setting up C# environment) We are not angry if anyone does not like UNIX systems. Our principle is: no hierarchies, not even for Operating systems. it's everyone's freedom to choose. Just never stop asking questions and the reasoning behind decisions. That's all philosophers wish. Have fun.
  24. @stan FBX file: Do you have a newer version? The Autodesk ones were broken. Impossible to import. The other one had lost the root bone ... and two or three other bones missing too, the calves I think. Seems to be a common problem for every 3DSMax exported .dae file I try to import. Have updated the ForeArm --> Forearm in the /actor/biped.xml. All other dude- files may be found there, e.g. the celts/dude.xml I currently use (still almost exactly what you said I should do).
  25. Agreed. Those changes could be done with either:creating props, i.e. monk cloaks with different widths.Or by creating a few more base mesh variations.or the scale - which as you mentioned will screw the normals. Will this distortion be visible?The second method looks easiest, though it's more difficult to keep unit appearance consistent if you have to carefully store which selection/base model this unit had before any model update. In comparison to storing only one scale vector (x,y,z) per model this might prove being a complexity-trap (also for the art department that needs to care for many base models). On the other hand, a 3d vector scale could give trouble with texture distortion too. Independent of the way we choose, you 1-float solution will make a severe difference already! It's looking much to uniform/artificial within one kind, in size (not props and textures, those are brilliant). Wow, the last will open plenty of possibilities, e.g. different length beards (props in general). The outcome will be big models with tiny beard, big models with huge beard, tiny model with long beard. Tiny farmer model with to wide a straw hat. Or a horse with really long mane - and another of the same species with a very long cloak/armour, almost to the ground. Different size ammunition for siege machines, ...
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