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Wijitmaker

WFG Retired
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Posts posted by Wijitmaker

  1. 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.

  2. Since we don't have most of the originals
    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.
    SVN checkouts will be a bit bigger. (If we use .png then it'll probably add about 40MB.)
    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.
  3. 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.

  4. Congratulations (y) - 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?

  5. 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.

  6. 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 (y)

  7. 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

  8. 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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