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The Undying Nephalim

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Everything posted by The Undying Nephalim

  1. So.... how exactly do you specify a texture to glow? Is it done in the actor's xml file like it's base, normal, and spec texture? I'm sort of confused on how to do that. The terrain is indeed a decal at the moment. I don't know if I can pull it off, but I want this race to slowly terraform (crystalform?) the land around their buildings into a web of crystalline, turning things like rocks and trees into the crystals that they mine. I'm not sure how doable it is in this engine though. Worst case scenario the land around their buildings will just look like that.
  2. Awesome, though I hope I can figure out how to apply it to a model. For example there's name="baseTex" and name="specTex", would name="glowTex" work I wonder? Yes when I export the model on it's own it works, it's only when I add joints for animations that it gives me errors in game.
  3. I tried out a spec map, it does make them brighter but only when light is hitting them. Shadows still have an effect and darken them.
  4. Well here's a look at a new faction's building, the Jevoron's "Anchor" if you will: A quick question, does the engine support Glow maps? I'd really like the blue crystalline structures in this image to actually glow. At the very least does it support ambient maps so that the crystals can stay illuminated and not be shaded by shadows? There are a pretty big load of options:
  5. Unfortunately the installer claims that version is not compatible with Maya 2010, only 2008 and 2009. I tried a manual installation anyway and it doesn't seem to work.
  6. Ah weird, the only version they have for download is the 3DS max version.
  7. I can't seem to find a download of the 1.4.0 Collada plugin for Maya, only for Blender.
  8. I use Maya 2010. Is the collada exporter you are using built in or might it be a plugin?
  9. I'm running into some problems getting animations to work. I've followed the guide, though I get errors when I try to place the unit in question into the map editor. I did replicate the process in Maya instead of Blender, so it's entirely possible Maya is the problem but I'd just like to make sure. Here's the skeleton file: and I've attached the model and it's animation .dae to the post. wormholes.zip
  10. Yeah it looks like it's because they were set to Gaia. Is there anyway to select them so I can delete them/set them to a player?
  11. Of course I'll probably have lots of free demos and beta testing and whatnot. I've sort of run into a weird problem. In the atlas map editor after I place one of my buildings I am unable to select them, move them, or rotate them like other objects from 0 A.D. Any idea what might be causing that?
  12. I managed to finish some more buildings with working decals, check them out: Thank you, that helped a lot.
  13. Well, the first official model is ready, the Zevestivan Command Church. Here's the high poly model in Maya: And a screenshot in Atlas: Just two quick questions 1) Is eclipse used to edit .json files? I attempted to make my own faction using Notepad++, though I get syntax errors when I go to the matches screen. I'm guessing Notepad can't save json files in the right format? 2) Is there a way to import the 0AD models in game into Blender or Maya? They are in the PMD format and I cant seem to find anything that allows me to import them. The reason being is that I'm going in completely blind as far as scale goes, I'd not mind having some Civic Centers as a scale reference for my models on. Thank you, I'll try that link out tonight if I have some time.
  14. Might there be a tutorial on how to get an animation into the engine? I just want to try to import a simple rotating cube to see how it works.
  15. I got it to work: I guess other engines I've used allowed me to be more sloppy with my models. Hopefully importing animations will not be too bad.
  16. I'll post it here, it's just a crate using my model:
  17. It seems like no matter what program I export with (Blender, Maya, 3DS) the UV maps are lost when I load the model in the map editor. Does anyone know of a working dae exporter plugin? Preferably for Maya. I've attached my model just in case the problem isn't the exporter and I'm just doing something else wrong:vra_owltest2.zip
  18. I'm starting to think that the model's UV's were somehow lost when I exported it. I tried assigning it one of textures from the game already (a blue flag) and the entire model appears blank blue now. I'll mess around awhile and come back if I can't fix it I guess.
  19. Ah those are Maya shaders that the model wasn't using, thank you for pointing that out.Well I deleted those and exported... and the model now shows up in the Map Editor! Only problem is no texture is showing up. There's no error message: At least I'm one step closer.
  20. Yes my model had multiple objects in it, I didn't know they had to be a single object. I merged them all and tried again, I got a new error: "Failed Requirement "mesh has single set of polygons"" I've attached my .dae to this post. vra_owltest1.zip
  21. I tried out the tutorial on how to get a model in the game using the crate as a template, but I can't seem to get it to work right. I've exported the model from Blender as a .dae, and when I try to look at the object in Actor View I get an error: I've also tried using 3DS Max's Collada exporter but the same error comes up. The same thing happens using Maya's .dae exporter. The model and it's texture are in the correct folders. EDIT: Updated error message, I just realized there was more to the error message that vanished before I caught it.
  22. I suppose I'll present my idea to those that are interested, perhaps I can get an idea if what I'd like to do is too much for the engine or not. Thank you very much, I'd like to try importing a practice model using Maya if possible. I'll probably contact you soon about it.
  23. Oh goodness, I've never received so much feedback and help so quickly in any modding community! Congrats on being the most immediately friendly group of people I've run into. Seeing as all my questions seem to have been answered with some form of "yes," I think I will most definitely use this engine. I've looked through the template files and found the faction json files and everything looks pretty easy to mod compared to other engines I've used. My only question left is if there is a tutorial floating around on how to import my own models and animations into the engine. I'm not familiar with the .pmd format the meshes seem to use and I'm wondering if third party software is needed to export models in that format, or if it can be done with a more common program like Maya (my preference) or MS3D?
  24. Hello everyone. I am a long time modder and recently I've been looking for a new RTS engine to suit a project I want to begin development on. Some of my work includes Hyrule: Total War, Star Fox: Event Horizon, and the space based RTS called Sigma. I am capable of modeling, texturing, animating, and pretty much everything necessary for the creation of assets so I am not seeking much help in that regard. I do however have a few important questions to ask to make sure this engine is right for my idea: Thank you anyone who is able to help out with these questions. I'm hoping my search for an engine has come to an end and 0 A.D. ends up being what I am looking for. It's a beautiful looking game and a perfect spiritual successor to Age of Empires. I will no doubt be playing it for weeks to come and spreading word about it even if it ends up not suiting my needs.
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