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WFG Retired
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Everything posted by Wijitmaker

  1. Thank you chlin Be sure to let the programmers know if you have any questions, I know they will be happy to help.
  2. Any software tool that is able to export a COLLADA (.dae) file. Which is most all noteworthy 3d software: Blender (free) 3dsmax XSI softimage Maya Sketchup etc...
  3. Robert, are you using 3ds Max 9's standard exporter? I forget the options it gives you on export. If you list them, I could let you know which ones to check and not check. To add to what Philip mentioned about the length, I think what happens when you export an animation - it 'flattens' the animation and places a key at every frame for every bone. So, the longer the animation, the bigger the file. I don't believe the .dae format recognizes the parabolic interpolation of the animation, the game engine does the smoothing between the frames though. Once the animation was switched from .psa and .pmd files to .dae - I didn't do a lot of exporting, so I'm a little weak in that area (and I'm getting a bit forgetful). I have done both combinations physique/biped (animals, humans, etc..) and skin/bones (chariot). But, it's great your digging into this. It would be awesome to have more people in the community who are familiar with the process. All of my original max files (not always very pretty) are in an art repository. I think someone from the team could get those for you if you would like some example files.
  4. Is this better? http://trac.wildfiregames.com/wiki/ArtDesi...t#COLLADAExport IIRC, exporting a static .dae is the same as exporting an animated .dae. You just specify in one model or the other which one is the animated model, and which one is the static. The complexity of working with animation comes in when you are setting up and using skeletons, either bones or biped. Your right, the actor design document is very weak here... if you have questions though I'd be happy to answer them as your learning how to do this. Then perhaps you could flesh out the wiki
  5. AI programming and artistic talent! I am most impressed You were actually able to get some art into the game - even more impressive. There are artists on the WFG staff that haven't even done that yet. Nice work! If you have questions exporting or delving into animation, let me know. I'll try to help. I'm sure the art dept lead will find you something good to work on. In the short term, there is a list of eyecandy that you might find fun and entertaining to work on. It is found here: http://www.wildfiregames.com/forum/index.p...findpost&p=2166
  6. If you have questions that can't be answered, I'd PM Matei (the programmer) and see if he would respond: http://www.wildfiregames.com/forum/index.p...&CODE=4&MID=225 It is cool your looking into this. I'm looking forward to seeing what you come up with
  7. Rich! Nice to see you on the forums Perhaps this is relevant, perhaps not. Something I noticed about terrain painting was that it seemed that the smallest paintbrush you could use painted a 'tile' then overlapped to the 8 adjacent tiles bordering it (I'm not 100% sure atlas still does this?). Example: 2 2 2 2 2 2 ½ ½ ½ 2 2 ½ 1 ½ 2 2 ½ ½ ½ 2 2 2 2 2 2 vs. 2 2 2 2 2 2 2 2 2 2 2 2 ½ 2 2 2 2 2 2 2 2 2 2 2 2 So as you drag the paintbrush down across the tiles it does this: 2 2 2 2 2 2 ½ ½ ½ 2 2 ½ 1 ½ 2 2 ½ 1 ½ 2 2 ½ 1 ½ 2 vs. 2 2 2 2 2 2 2 2 2 2 2 2 ½ 2 2 2 2 ½ 2 2 2 2 ½ 2 2 The later gives the map maker more control over the terrain textures. Check out the snapshot taken from AOM here: http://trac.wildfiregames.com/wiki/ArtDesi...t#TerrainBlends I'm also noticing however that the blend template below this screenshot doesn't have a completely captured 'spot' tile though. It is also odd that AOM seems to allow 3 textures to be painted into one tile. I'm not sure how that works either...
  8. Meaning borders are equally spaced between settlements.
  9. The website has more written content you could use Example: http://www.wildfiregames.com/0ad/page.php?p=1388
  10. It has been a while, but I think I remember that there might be a difference in the capability regarding importing of animation vs. static .dae file. Or perhaps that was pmd and psa files... I forget.
  11. Is this the first ticket closed by a non-wfg member (at least one of the first)? I think Cygal deserves a reward.
  12. I've updated the ticket and attached a document - let me know if you have any questions! http://trac.wildfiregames.com/ticket/66
  13. Great! I have a document started that is a few pages long. I'll post it up on Tuesday with some guidance and you could polish it off
  14. In addition to the lofi that Erik mentioned, there is a PDA skin as well.
  15. I would imagine that our art department would supply some template files (complete with mesh, skin, bones) in a variety of formats for the community so that they wouldn't have to start from scratch. 3ds max (and I'm sure other programs) has some nifty tools to apply motion capture files and custom keyframed animations to custom rigs, and you could certainly do that.
  16. Both those textures were taken from photo references. You should be able to find more of this type here (or take your own): http://www.environment-textures.com/ Straighten the image. Use your photo program to tweak the colors as you want them. Use a simple plugin like this (or offset tool) to make the texture 'seamless'. http://www.btinternet.com/~cateran/simple/#hw
  17. I made all of the art for the website, was there anything in particular you were interested in? Most all of it is .css powered.
  18. The 0 A.D. website is data driven by our forums. It interfaces using IPB SDK.
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