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The Undying Nephalim

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Everything posted by The Undying Nephalim

  1. Third civilization, coming right up: And some details on their units, of course:
  2. I'll keep on trying to get this done. I just have to battle with my day job. I guess I can give a little backstory. I guess first I'll blurb about the different races. The Zevestivan They are a bunch of reptilian nomads who live on a barren desert planet. Some time in the distant past they had an empire that spanned the stars, but their civilization collapsed on itself. What's left on this sand world had to restart in a dark age of lost technology. They've recently discovered a means to travel between worlds again and have set out to find their true world of origin. The V.R.A. A race of genocidal expansionist machines. The original creators made them to be like living beings in every way. Over time it seems their creators abandoned them or were destroyed. Left without guidance, the VRA devolved and rid themselves of emotional components to survive in space. Now they go from world to world, stripping them bare before moving unto the next. The Sov A race of bureaucratic, capitalist insectoids. They control an extremely vast commercial empire spread across multiple galaxies and billions of worlds. The have created a massive army of automated droids as their military. The Mylock The Mylock, like the VRA, are a race of created machines. They are much more evolved and were created to travel into and explore hyper-dimensions. As such individual Mylocks are nano machines, with billions of them connecting to form larger forms. The Ekoset The Ekoset are massive, cybernetic flora. They travel from world to world, terraforming them into greenhouse wastelands. They possess extremely advanced, self sufficient technology and energy shielding. The Jevorons The Jevorons are hyper-dimensional entities. While certainly conscious and sentient, it's unknown if they really classify as a life form. They inhabit the fourth dimensional crystalline latice that weaves its way through the universe like a skeleton, entering our three dimensional space to explore and guide other races into harmony. Aabtani Aabtani is Jevoron who broke away from its people over a disagreement of purpose. Instead of living in harmony with the Crystalline Lattice, Aabtani discovered a way to control and manipulate the hyper-dimensional structure as a weapon, creating a warped army that houses its will. Aabtani now spreads across the universe with the intent of usurping the Jevoron's dominance of space.
  3. That track is one that plays when you play as the Jevorons (the blue creatures with the orange eyes, like in my icon) Here's a few more, these one's play for a different race: https://www.dropbox.com/s/0hyq28di6eqkli5/Sigma%20Official%20Soundtrack%20-%20Conflict%20is%20Business.mp3?dl=0 https://www.dropbox.com/s/gfu7smtc4vyr5rm/Sigma%20Official%20Soundtrack%20-%20War-torn%20Income.mp3?dl=0
  4. The soundtrack will pretty much be all 80's synth, which each race's tracks have their own spin on it. Here's a sample my composer has made: https://www.dropbox.com/s/bzvcco4t9almmxa/SigmaTheme_NorinTheme.mp3?dl=0
  5. Well, I finished up all the units for my second civilization: Here's a bit of general information about them:
  6. Yeah I'm still making this for Pyrogenesis. I've just not gotten much done because lack of time. I recently had a full time job for the last several months and it pretty much nuked all my time.
  7. Well, I finished up all the units for my first civilization: Here's a bit of general information about them:
  8. I know I know, it's not gameplay... I'll get those models in the engine next time I promise! Here's an animation in the meantime!
  9. Some more renders. I've not had any time at all to get things in the engine sadly, my day job is massacering all of my time:
  10. Italy has awesome police. I;m trying to push for an 80's vibe with my game, so I wanted a bit of the Back to the Future Delorean influence there without using the same car. Lamborghini were close enough.
  11. I finished a few more: Maybe I'll try and get them in the engine later this week.
  12. I'm not quite sure if I have the time to really come back to this, but I did finish a model relevant to it:
  13. If I finish up my other games or get to a point where I can work on all three at a decent pace I'll probably come back.
  14. When I finish models I suppose I can still import them into 0AD and screenshot them. They'll just probably all be static models with no animations though like all my previous screenshots. It's the animation process that's eating up too much time.
  15. Well, I don't know how to classify this news but I think it's safe to say I simply do not have enough time to work on this game. My two other projects are pretty much nuking all of my time, it will be years before those are even finished. I might still make models for this project whenever I have freetime, but I do not think I'll have any time to work in the engine and get animations in any time soon at all. I guess I'll just post out of engine renders here from time to time if that's ok with the moderators:
  16. The model seems to be loading now! I'm so glad I got it to work. So just to clarify, models determine their animation by the name of the root joint in a skeleton file that matches the name of the root joint in their .dae file? That's a pretty neat and interesting method of determining what animations to use, I don't think I've seen that before in any other engine.
  17. I only have two custom skeletons in the game at the moment: pump_skeleton.xml: wormhole_skeleton.xml:
  18. I still seem to get the "is boned with unboned animation" error no matter what I do.
  19. I'm still getting the "is boned with unboned animaton" error no matter what I do. Here's the skeleton xml file: <skeletons> <standard_skeleton title="Custom Armature" id="my_armature"> <bone name="Joint1"> <bone name="Joint2"></bone> </bone> </standard_skeleton> <skeleton title="Custom Armature" target="my_armature"> <identifier> <root>Armature</root> </identifier> <bone name="Joint1"><target>Joint1</target> <bone name="Joint2"><target>Joint2</target></bone> </bone> </skeleton></skeletons>The actor xml file: <?xml version="1.0" encoding="utf-8"?><actor version="1"> <castshadow/> <group> <variant name="Fuel Pump"> <animations> <animation file="other/zev_fpump1_idle.dae" name="Idle" speed="800"/> </animations> <mesh>structural/zev_fpump1.dae</mesh> <props> <prop actor="props/structures/decals/zev_road_10x10.xml" attachpoint="root"/> <prop actor="props/structures/zev/zev_fpool.xml" attachpoint="root"/> </props> <textures> <texture file="structural/zev_cchurch1.dds" name="baseTex"/> <texture file="structural/zev_cchurch1_normal.dds" name="normTex"/> <texture file="structural/zev_cchurch1_spec.dds" name="specTex"/> </textures> </variant> </group> <group> <variant frequency="100" name="Idle"/> <variant name="garrisoned"> <props> <prop actor="props/special/common/garrison_flag_celt.xml" attachpoint="garrisoned"/> </props> </variant> <variant name="death"> <props> <prop actor="particle/destruction_smoke_med.xml" attachpoint="root"/> <prop actor="particle/destruction_dust_med.xml" attachpoint="root"/> <prop actor="particle/destruction_dust_med_gray.xml" attachpoint="root"/> <prop actor="props/structures/celts/barracks_props_new.xml" attachpoint="root"/> <prop actor="props/structures/celts/barracks_props_1.xml" attachpoint="root"/> <prop actor="props/structures/celts/barracks_weapons.xml" attachpoint="root"/> <prop actor="props/structures/decals/celt_barracks.xml" attachpoint="root"/> </props> </variant> </group> <material>player_trans_parallax_spec.xml</material></actor>I've attached the model dae and the animation dae to the post. Hopefully I'll get this figured out. FPumpdae.zip
  20. All my dae files with no joints at all work fine and show up in the engine. It's only models I export with joints that give me errors. I guess I'll attach the dae I'm trying to get to work with joints to this post, maybe there's something else I'm doing wrong that has nothing to do with the exporter. zev_fpump1.zip
  21. Exporting with that did indeed result in something different, a new error though: "Model art/meshes/structural/zev_fpump is boned with unboned animation." I apologize, I've seriously just had no time at all with my hectic schedule to set aside time needed to talk. I have three huge projects I'm involved in and this one is sort of lower priority at the moment.
  22. Well, I've still yet to find a working exporter for Maya that can get my animations and models with joints in the game without errors. I'm kind of at a complete stand still now. I guess I could just hand the jointed models off to another person who can export them, I just really don't want to have to rely on other people especially when I need to make minute to minute changes to animations.
  23. I sort of left the issue behind awhile ago, but did anyone ever find a working version of a Collada exporter for Maya that can export joints? I still cannot export any models with joints without them failing to load. I know people have offered to export jointed models for me, but with my hectic schedule I really need to be able to do everyone on my own at any moment's notice and I can't really rely on and wait for other people in the long term.
  24. I think my recommendation would be to somehow include a "glow map" in addition to normal and spec maps, where the bloom post processing filter is more intense for either the white or black value of the texture file. I've yet to see any engine have such a thing, the only program I know of that has dedicated glow map support is Maya.
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