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Wijitmaker

WFG Retired
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Posts posted by Wijitmaker

  1. When you say "take all the .drs files from a 32 bit install and copy them into a 64 bit install", do you mean having the mod loaded with MPS then permenantly installed, and just using those .drs files?

    What I'm suggesting is... request all of the .drs files from a friend who used MPS and has permanently installed the R@W mod on their Windows 32 bit computer. Then take their .drs files and using windows explorer - drag and drop them into your 64 bit install (or another instance of your install - rename your original files if you'd like, perhaps a second install on another partition). I think this would allow you access to view and modify this new .drs with the Advanced Genie Editor 2 tool just like you would have used it for the original .drs files?

  2. I'm digg'n the smooth LOS, very nice - thanks for the videos and pictures too - its great for us windows users that don't have an .exe to play with and aren't savvy enough to compile.

    To make things like dynamic snow possible, I want to focus on adding extra UV channel(s) to the models

    ... and perhaps something more important than aesthetics - damage texture maps which could communicate visual gameplay information to the players.

    I look forward to checking this thread out each day looking for what is new :)

  3. Hi BF_Tanks,

    I made the R@W mod over 10 years ago and I've forgotten a lot of what I did and how the tools work. But, I'd be happy let you do whatever you want with the .slp files. I'm not sure how AoK is modded these days, nor what the capabilities are. Is it possible to simply take all the .drs files from a 32 bit install and copy them into a 64 bit install in order to get the mod to work?

    I could be wrong, but I think the mod was open and available for anyone to modify it in mod pack studio as they desired. I think you would just need someone with MPS installed to pull out the individual SLPs you want.

  4. What about using some of the cloud/fog code in Flightgear? AFAIR they're pretty good at semi-realistic clouds. Not sure if it can be easily used in Pyrogenesis though.

    I'm not so sure about how much ground clouds for fog would be used, and it might be a neat affect - but another visual that would be nice would be to have would be ground shadows that are cast onto the world. I think this could be done with a simple scrolling black and white texture map (similar idea to the animated textures suggestion - which would be another great addition for waterfall objects, wheels, and tracks).

    If you are going to start looking at the particle engine, please take a look at the feasibility of rendering environment particles to simulate things like falling snow and rain.

    Awesome work so far - please keep it up!

  5. Good input, I'm glad to see there is some desire for this from the fans. The original game design was intended to have logistic features. Seasons, fixed territories, stamina, and moral were all interwoven parts and pieces that were going to play into this. I liked that, not just because I was on the design team that developed the idea, but because think this would have added a level of depth and strategy that would have brought something unique to RTS games and differentiated 0 A.D. in another way from the "Age of" series of games.

    There are some remaining elements though, and you never know what Part II might bring :)

  6. The UVs in the models won't work for this. Either the saved models will need to be updated with new non-overlapping sets of UVs, or the game will need to unwrap the models at runtime.

    I'm probably two steps behind (as usual) but... what if a duplicate .dae model was generated on first run - for the sole purpose of using it's UV data for pre-computed AO. Then the engine could draw data from both .dae files and add that 2nd UV channel into a single .pmd for it's various rendering passes. Each pass could point to a different UV channel as needed?
  7. This literally took 5 minutes using Blender:

    http://imgur.com/a/MSmGU

    The final image is from the vanilla game without any shaders, though obviously the diffuse textures had to be baked quite large for this to work.

    That looks great! So are you guys are thinking that if you had a seperate set of UVs, you could leave the diffuse the way it is today and the second UVs would be used when rendering the SSAO pass?

    If there was only a way (maybe a script?) to automatically generate these SSAO models/textures in batches out of blender or maybe even Pyrogenesis.

  8. Nope. That's true for object-space mapping, however the thing I'll work on next should overcome that limitation.

    Is this true? I never heard that normal maps can't be shared in different parts of the model without looking goofy. If this happens to be the case, then I do not know a feasible way to create normal maps for the existing content.

    I did some digging around and my memory failed me. It appears that mirroring UVs is only a problem when you are developing the normal map and baking the map. Once that is complete, you are ok it seems. Two good tuts I've came across are here:

    http://www.chrisalbe...p_Tutorial.html

    http://wiki.polycount.com/NormalMap

    A note for those holding their breaths: I'm busy with IRL stuff until the end of the week. Hopefully there'll be some more progress over the weekend.

    I would like to do a demonstration of how this could affect some objects in the game. Looking forward to seeing your future work :)

  9. Normal/Displacement maps would look great if applied to the existing low poly models. The model's UV maps would have to be reworked - unless a seperate UV mapping could be applied to them. The problem with our existing UV maps is that there is shared texture space. For example, on many and most all of the unit maps the leg and arm portion of the texture is shared by both the left and right. If I recall correctly this goofs up the normal maps. Every tri must have it's own portion of the UV map. The same story for buildings too. It's to bad that the models weren't set up this way already - but back in the day - when these models were first made, normal mapping wasn't even on the radar.

    I think the biggest benefit for the least cost would be terrain normal / displacement maps, followed by units, then followed by buildings (the bump mapping looks great on them - and the art team is going high poly on the static structures anyway, so I don't think there would be much benefit in displacement maps on most flat/rectangular buildlings)

    This capability would be awesome though. Modders who use the engine for different purposes as well as the WFG developers could really do a lot with this - both now and in the future :)

  10. Awesome work on the wall system guys :) It is great to see this in action! One thought I had for your consideration - for building walls on uneven terrain, I would recommend that your wall and turret models extend deep into the -Z axis, so that they are 'sub terrain'. Sort of like what is done with the docks and their piers. Just make sure that your wall turrets are tall enough to account for the build able terrain slope variation - and I think this new wall system would look pretty sharp on hills :)

    Funny you should say that - AoE3's developers tried to make its AI build walls, but didn't make it work flawlessly so it was removed.

    For AI, I think you guys should consider using FeXoR's RMG script logic. Have the AI reserve a wall location at it's starting position at the start of the game, and when the AI deems it time - start raising it's walls. Or for something more dynamic, maybe establish a wall that is inset from boundaries of the border/territories. To make it easier for AI to build walls, maybe it would be a good idea to allow them to break game rules by destroying gaia objects/resources in laying it's walls.
  11. Cool images! This reminds me of mod'ing AoK back in the days of sprites before 3D.

    You should check out this thread: http://www.wildfiregames.com/forum/index.php?showtopic=15503

    If you could talk someone into getting you at toggle for an isometric mode view in the game or atlas editor - you should do some quick screen captures and you would be way ahead of starting from scratch.

    Like Erik mentioned - you should get into Atlas. Click those links in the table of contents.

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