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Posts posted by Wijitmaker
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Topping this to make sure it doesn't get missed. There is also a new Czech version too.
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Check the IP of the people posting the malicious content. If they are in a band (which they have been in the past), you can do an IP ban from the administrative settings.
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Ah perfect
Well done!
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I'm not sure how complicated this would be vs. the benefit. I'll let you decide if you haven't considered this yet. I would recommend the automatic compression to different dxt types based on the folders they reside in.
dxt1 - Ground textures (except water - that is something special if I recall correctly (rgb are ordered differently, or something like that))
Could save a little bit of file space because you don't need alpha channels with ground textures
lossless dxt - UI and Skybox
Use the lossless dxt format, or don't convert them to dxt textures (use .png or .tga files). These elements look incredibly bad if you introduce artifacts.
dxt3 or dxt5 - Everything else
Inteligent ar@#$% could select the most appropriate for a particular instance, but if it is all automatic - doesn't matter I suppose.
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and .psp & .pspimage
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I find it odd that you say we don't have the originals... I believe they should all be in the art SVN repository or files folder on the server.Since we don't have most of the originals
I think this was the main drawback of why we didn't do this previously. 7 years ago, internet connection speeds and bandwidth were not what they are today.SVN checkouts will be a bit bigger. (If we use .png then it'll probably add about 40MB.) -
Philip, do you still have your nifty little .dds tool in the binaries that artists can drag and drop a variety of file types over the .exe and with some minor command line tweaks it spits out a .dds file that is optimal to what the game uses?
For GUI graphic elements are the artists using the lossless .dds format or lossy or were those inefficient?
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If you get Max up and running - this will be helpful:
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There is a branch of the SVN server we used for the game that is separated and used by the artists. That server has the majority of all the .max files used in the game. I'm guessing that your looking for original blender files though, eh? (We don't have many - if any of those. All the source 3D files were made in max)
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On a similiar topic... I was thinking about that map edges issue the other day. I think you could make the boundaries of the map black by simply coloring lower half of the side skybox texture black - and putting some geometry to the bottom of the skybox, and make that black as well. Give that a try - I think it would give the illusion of black edges.
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Congratulations
- a very useful tool indeed! Is the plan to create multiple plugins specific to the 3d software packages or will this be a single stand alone tool that simply converts the file to a .dae file?
Is there a way to recover smoothing groups from the .pmd in addition to the texture coordinates?
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DXT5 worked in the past, if my memory serves me correctly.
Each format has a purpose. There is a nice bit of instruction on choices and application found here:
http://trac.wildfiregames.com/wiki/ArtDesi...GraphicsFormats
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Thank you chlin
Be sure to let the programmers know if you have any questions, I know they will be happy to help.
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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...
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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.
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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
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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
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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
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Ah, like a photoshop eyedropper tool? That would be useful.
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Cool - I wasn't aware of that.In Atlas, use the right mouse button when painting terrain to make it go 'under' the surrounding tiles instead of over. And set the brush size to 0 if you want to draw the tiniest little bit. That should let you draw half-tiles. -
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...
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Meaning borders are equally spaced between settlements.
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The website has more written content you could use
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Thank you yanlsino!
Health bars
in Game Development & Technical Discussion
Posted
They used to have a little black outline around them (and the stamina bars). I liked this because it helped outline them and 'pop' them out of the terrain.