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WFG Retired
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Everything posted by Wijitmaker

  1. I think it shouldn't be to difficult to import a .dae into blender. I know that there is some issues getting the .dae animations into blender... but does that mean that the file doesn't open at all? Or, can it at least load up even if none of the animations work? These things I don't know. If you import a .dae head from the game, you should be able to snap him to the position of blender's head bone. We seperated the head from the body because the body uses the alpha channel in it's map for player color, while the head uses the alpha channel in it's map for random object (hair) color. The
  2. I'd be happy to help, but I fear my advise would be outdated and it is 3ds max specific, not blender. The blender guys could help you I think. All the old 3d max animation, rigs, and original files are in the SVN art repository. for your questions... if you create a sword, you put it's origin at the handle of the sword. When you define what prop point the sword is attached to in the actor.xml file - the game engine will do that for you. You don't animate the sword, it simply moves with the actor's hand. for your boat and fisherman... I would create two seperate rigs. One that animates the
  3. Great work! Keep it up! mreiland = Michael Reiland Former Programming Leads: Raj = Raj Sharma H20 = Daniel Wilhelm Dak Lozar = Dave Loeser (tragically passed away August 2004) I sent you a PM with some old old information. Though they contributed in the early stages of the game and their contributions may have now been replaced... 0 A.D. would not be what it is today without their contributions. Edit: doh - Philip beat me
  4. While your at it fix the logo at the top of the forums too... GAMES is the wrong font http://upload.wikimedia.org/wikipedia/en/e/e2/Wildfire_Games_Logo.svg
  5. I think that would be a fantastic addition. These were features we were planning to include years ago: http://trac.wildfiregames.com/wiki/XML.Entity.Actions.Attack http://trac.wildfiregames.com/wiki/XML.Entity.Actions.Move#Run Trample was intended to be a "damage" aura that was going to be coupled with the stamina (run capability) of the units. Accuracy was to be a function of unit class, rank, distance, formation, etc. Philip has done some pondering on this in the past: http://www.wildfiregames.com/forum/index.php?showtopic=12669&view=findpost&p=204807 Many of these features were
  6. These are two interesting articles: http://wildfiregames.com/0ad/page.php?p=1587 http://wildfiregames.com/0ad/page.php?p=1594 Follow that up with this: http://www.dailymail.co.uk/sciencetech/article-1332636/DNA-tests-Chinese-villagers-green-eyes-descendants-lost-Roman-legion.html
  7. Good discussion, sorry if this has been brought up... What if the formation does not reach it's target, if it is confronted by an attack or comes to a unpassable object (wall/water/forrest), will it stay in column, or assume the designated formation?
  8. Great, glad you like them. Re-reading this topic I now realize there were two separate people making the request. Ganon, if you are out there shoot me an email and I can send them to you too.
  9. Shoot me an email, I think I can dig it up for you and reply with an attachment.
  10. If you have any specific questions, I'd be happy to answer them. WFG wasn't directly affiliated with SCNPunk, WFS was focused on modding - not scenario design. However, they "sponsored" us which allowed us to get website and forum hosting through Heaven Games. We (Tsunami, Woad Creations, etc..) were a part of the SCNPunk Network. Reverie Studios (initially lead by Micah H.) and WFS didn't really have a direct connection other than we launched into game development around the same time and had roots in AoKH. If I recall correctly Konstantin (EX-T from SCNPunk) didn't join Reverie until a
  11. Just payed the yearly $25 IPB renewal fee: Here is our balance as of today: $3,613.15 USD
  12. I would suggest Westood's RTS capture model. Have a GUI command to "capture" on units that are given that capability. A 3 click process: select your unit you want to capture, select the capture button from the UI, then select the building you want to capture. This starts the processes of "capturing". During which the building starts flashing/pulsing (you can do whatever you want - this is what Command and Conquer games did. You could have an audio sound with it, you could have the pulse speed up the closer it got to completion of the capture... etc.) notifying both players that a buildin
  13. Wow, that is an awesome feature Philip. Oh how I would have loved to have such a feature 15 years ago back in the modem days. Who knows... I may have enjoyed playing on the internet in multiplayer games. Keep up the good work.
  14. If I recall correctly the reason was because the "box" using the skybox textures (in the standard default viewing angle) was causing the edges of the map to inherit the colors of the skybox. So what you ended up with was various shades of blue around the edges of the map, not black. Philip modified the rendering engine to only show the skybox to the be reflected through the water textures. It was an easy "fix". I believe the correct fix would be to modify all of the skybox textures so that they were black from the horizon (prefect halfway point of the texture) down, and re-implement the fe
  15. Nice, good pic! Where did you find it? Do they have more?
  16. Yeah I noticed that. I guess what I was asking was... can you do rectangles and ovals?
  17. Looks very nice You have put a lot of thought into this. What would you suggest for an approach to non-round/square entities, such as chariots, elephants, and boats? Yes, the plan (as far as I know) is to have the ground deform when constructing most "structures" in the game. This would basically be taking the Z height of the vertexes in the grid that are under the structure's envelop and averaging them.
  18. If you can export .dae files from Maya (and I'm pretty sure you can), you most certainly could use Maya. Setting up a bone/skeleton structure in Maya and replicating it in the skeleton.xml file is certainly doable. I would recommend some simple rigs to test an export and animation before you invest to much time, but I'm pretty sure any bugs could be worked out.
  19. Hey Malte, glad to hear things are going well with you. It's always neat to hear about current stories of past members. Perhaps 0 A.D. made a small contribution in your education and career development. That was always one of my main intents Can you tell us what your doing at Google?
  20. To further automate you could also waypoint the citizens to automatically rally at a specific building. If you want to focus in the early part of the game on food, move them to the farm center. If you need more lumber, move it to the mill. If you are ready to create some military, move it to the barracks. If you aren't sure yet what you want, just move it to a patch of ground near the town center. A commoner is good, I like that. In the game you wouldn't have to identify them as a commoner, citizen or a slave, you could just call them a roman, carthaginian, etc. Few more things to conside
  21. I agree, not all civilizations represented in the game had such larger percentage of their population as slaves, such as the Romans and Persians. That was one reason why we chose to use the word citizen instead of slaves. So, I'll call them citizens. It could almost be implemented entirely with modifying lots of xml files. One might need some help setting up the auto generation of citizens. Also there is some logic needed to 'transform' entities when 'trained' in structures. Perhaps some GUI elements as well. It wouldn't be simple, but it wouldn't to laborious I think. I think the big
  22. That is a really neat idea! Very interesting and fits well with the citizen soldier concept. You could arm the basic citizen solder with a pitchfork and rocks or something if ever attacked (making them primarily a econ unit. Rather than battle experience to make the jump from basic to advanced, you could do just as you suggest. Make them pay for training at a barracks by "garrisoning" the unit there. Advancement from advanced to elite would be through experience still. Off the top of my head, the main gripe I could think of is that it would be a little tedious to micromanage. A game de
  23. Celts are supposed to be weak in siege (though have a sufficiently strong turf wall - Julius liked them so much he started using them)
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