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Wijitmaker

WFG Retired
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Posts posted by Wijitmaker

  1. The way I'm leaning is to just edit the existing meshes to give us those additional body types we've been talking about, plus some added geometry here and there (sleeves, a better looking foot, the bottom of tunics, et cetera), giving us a body mesh of maybe 500 triangles, give or take.

    Would you mind making me a task with the specifics of what you want? I'd like to assist.

  2. Cool Philip - nice test method.

    Both models have 30 bones (counting the implicit root bone). The low-res mesh has 121 blend matrices (the number of distinct combinations of bone weights). The high-res mesh has 30 (because it's using the buggy PMD exporter which only uses one bone per vertex).

    I was wondering if that might be an issue. I'll see if I can get you a .dae file that will properly weight the vertexes. That might change performance though wouldn't it? I guess we'll soon find out.

    So... I don't think the 6656-tri mesh is obscenely high resolution
    I'm surprised the engine performed as well as it did. 6656 tris is absurdly high in comparison to RTS games from the past that I'm familiar with (AoM, AoE III, BfME, C&C) - and I freely admit I'm out of the loop these days with what current RTS games are doing. However, if pyrogensis could handle something between 390 tris and 6656 tris (there is a lot of purposeless geometry in that model that could be cut), and the art team sees a visual benefit vs. the cost of making the new models - then I say go for it.

    Unfortunately I haven't heard anything back from that Blender/Max artist I met a few weeks ago. So, I guess it is back on me to get that skeleton working in Blender.

  3. So, what did you guys find out in the testing? What did it do to frame rates when you displayed a bunch of of these high poly animated models to the screen? How different does the profile look at a standard view in comparison to the low poly models today?

  4. EDIT: Did you commit the files?
    No, it is in the zip file I attached
    But I hadn't thought of editing the current mesh, so I guess we could try that. It will be easier to rig it too, if I'm not mistaken.
    Definitely easier to rig. The model you gave me would be difficult to work with in the leg region because the legs are close together and the envelopes require a bit of massaging to get just right so that they don't act oddly. It would be much easier too because you would be using a character that is starting in the same default pose position. :ok:

    Oh, and .obj files are easier to work with than .dae's to get back into 3dsmax

  5. I had to hack this in, and it is crude. But it will serve well for testing. Here is your high poly model. I had to modify it to scale & position the arms and legs in the same default position as the default skeletons are today. I didn't take a lot of time doing it either. I also just exported a .pmd because I don't have the right version of max currently installed to give you a .dae file... but again it should work for testing purposes.

    Pop 100+ of these guys in the game with any of the humanoid animations and see what happens to performance. Also zoom out to a standard RTS zoom level and see if you are getting the meaningful visual difference in profile between the low poly dudes and the high poly dude that your looking for.

    To make this process easier on all of us... I'd suggest taking the default humanoid mesh and add/manipulate geometry to it vs. starting from scratch. Are you guys going to redo the UV mapping and planning to redo the hundreds of humanoid textures too?

    test.zip

    post-3-0-08874100-1333300185_thumb.jpg

  6. Michael it is interesting you posted that comment today. It is your choice, of course.

    Coincidentally, I met a guy today at a Microsoft store (of all places - first time I've been in one) who is an animator that works in a variety of different 3D programs. He said he would be happy to take a look at the 3ds Max dude and get it into Blender. I'm going to send the files to him tonight to see what he can do with them. I was excited to come home and share this news with you all as I know you are very interested in this. :)

    A request though... could we move this topic to the development forum so that he could catch up on the challenge?

  7. Actually, I believe Zaggy has started using IK on his animations.

    Ok, that is good to know. Maybe I could work with Zaggy to get something working in Blender then?

    Peharps, Jason, If you get the time, maybe you could take a look in Blender? there are some prety foward begginer tutorials that may help you get started:

    http://sagefans.net/

    And related to Blender Rigging: http://www.blendergu...tion-to-rigging

    Thanks man! I'll check those out hopefully by the end of the month.

  8. Apologies, I just haven't been able to make this a priority - though I know many of you are very interested in furthering this.

    one that works ingame due to the engine/game restrictions? (like max bone number, strict hierarchy...)

    I'd recommend this option. A blender rig / template needs to be made based on these models:

    http://www.wildfiregames.com/forum/index.php?showtopic=15552&view=findpost&p=234092 Snap these bones...

    http://www.wildfiregames.com/forum/index.php?showtopic=15552&view=findpost&p=233126 to match this structure (if they don't already).

    Then take the prop points helpers in the second link and reconnect them to the bones in the first link.

    It is critical to keep the bone position and joint positions identical (which would make the number of bones identical). Otherwise the model vertex transforms won't be assigned to each bone correctly and sharing animation files between max, blender, and xsi exports will look like a moving blob of crumpled up paper. The name of the bones doesn't matter, this can be re-referenced in the skeleton.xml file later.

    IMHO an IK/FK rig isn't required. I'm assuming that whoever has been rigging and animating the blender animals in the game was doing so without one.

    I wish I knew blender like I know max. If I did, I think it would be pretty straight forward to set up.

  9. It has been a while since I gave a report. The current balance is $5,178.19.

    Philip's last payment for his second week of work was Dec 15th, 2011 and it looks like he is close to receiving another when he completes his day 15.

    A notable donor was Steven Fuchs who gave $500 on 1/29! Here is to you Steven :cheers:

  10. I couldn't agree more, esp when it's halted the development of the new path finder... :-(
    I respectfully disagree. 0 A.D. already is filling in a niche market as a free open source RTS (with a small number of competitors). If 0 A.D. could get on the Android it would be without comparison to any other strategy game available in that market. The Android community would eat that up, and surely run with this bringing more publicity and attention to the project - with the hope that more programmers/animators would be interested in joining as well.

    Also, people who volunteer on this game tend to do what they find to be fun and enjoyable work to them. Self satisfaction is often the greatest motivator to continue contributing. Philip obviously enjoys this and seems some benefit because if he didn't - he wouldn't be doing so. Perhaps he just needs a break from tedious pathfinding coding - only Philip can say for sure.

    I understand you guys have a plan and it is deviating, so that is a bit annoying - but I say, cut the guy a bit of slack ;)

    I too would like to see gameplay features implemented too, but there are more programmers on the team besides Philip aren't there?

    Oh, and don't just think phones - think tablets.

  11. Rotate the window 90 degress and fix the font rendering and that screen will look exactly like on PC. Still eager to see how broken the 3D stuff is though, and if the performance is even bearable.
    Sounds like a good excuse to implement Level of Detail in the game. Replace existing (now very high poly - by standards 5 years ago) models with low poly versions. Remove animations, and make units move around like chess pieces if needed. Use mip-mapping features, and change the defaults for shadows and water rendering.

    I'm sure you guys can get it to work, and it would be an awesome platform to add to list of compatible OSs.

  12. That looks a lot better than 2.6 :D Thanks!

    I can see where the prop points are attaching and the bones are actually in the right direction. I'm going to be on vacation and away from a computer for 10 days starting this next Thursday, but I'd like to try playing with those files when I get back. I see potential!

    It doesn't seem to work when exported from 2.6 back to a DAE and tested in Atlas, so it may be another dead end
    What kind of errors was it giving you?
  13. Ben, that sounds like a great suggestion. I attempted importing into 2.6 and I got this: http://www.wildfiregames.com/forum/index.php?showtopic=15552&view=findpost&p=232869

    Those results in 2.6 are... not cool. Could you post a pic of how the bones look in 2.5 (I don't have that version of blender installed)?

    About the horse - I don't understand the difficulty of exporting a .dae file from Max (and all the Max horse animation files are in the art repository). I exported all the time... I thought it was pretty well documented here: http://trac.wildfiregames.com/wiki/ArtDesignDocument#a3dsMax . If it doesn't work, let me know how I can help out. Maybe nobody has max anymore?

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