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WFG Retired
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Everything posted by Wijitmaker

  1. If you would like to play your RTS game with battalions, then we have the option for you to use formations. This gives you the flexibility to play AoK style or BfME style.
  2. Erik is right, formations do not function as one would expect through the game's UI, however the underlying code for formations is in place (by Andrew aka pyrolink) and simply needs to be refined in parallel with the required pathfinding updates.
  3. The carnyx was at one point going to be incorporated into the game as a morale unit. There were two classes, standard bearers and noise makers. This unit would have fit in the later. Noise makers had a negative effect of morale on enemy units. Standard bearer's a positive. There was some gameplay features regarding how they would integrate within formations, but due to the complexity they were cut from the game. However, they may return in Part II.
  4. A little weak on content for this news release
  5. I finally got COLLADA working. My goodness! What a headache. I spent hours trying different ways to export the .dae file and different exporting options. I finally started looking at the .dae file itself and comparing it to the .dae files that you exported Philip. I noticed a few differences - probably due to different versions of the COLLADA exporter. So, instead of trying to go through and find exactly what those differences where I decided I'd revert back to the exporter that you originally used. Once I did that - everything started working... wierd. I still haven't gotten the prop point of the antler to be recognized though. So it looks like the game doesn't recognize the outputed .dae files from the later revision of COLLADA max exporter that I was using. In this exercise I validated that you can create a new skeleton, the process of exporting models from max, and I'm trying to validate that props work - but no luck so far. Next step is to write a complete tutorial so people can replicate what I've done. Since I can't get to SVN without crashing my internet connection on my phone, I tried to create this TourtoiseSVN patch that should include all the deer files. If someone is interested in seeing the deer in action - people use it and upload it to the repository. deer.zip
  6. Thanks for the intel. I'd be curious to know how it was released and by who - but I doubt any of us would be able to find out. If you are able to get a copy, let me know I'd like to ask you some questions about it.
  7. Thanks Philip - I'll give that a try
  8. Ok, I was able to investigate the errors in the interesting log and here is what I get: ERROR: Found too many possible objects to convert - try adding the 'export' property to disambiguate one ERROR: Couldn't find object to convert Does that help?
  9. Thanks Philip, we are making progress. I exported 3 different files here in this zip, did the tweak in notepad you suggested. deer_male_works.dae - This is just the deer model, no props, no skeleton - it works! deer_male.dae - deer model with an object titled "antler" that is a child of this. I selected both the deer mesh (deer01), and the prop object (antler) and export selected. Doesn't work. There is no skeleton. deer_male_skeleton.dae - just like deer_male.dae except the mesh is 'deer' (not deer01), and it should include the skeleton. Another thing is the scale, it is huge. The deer_male_works.dae file is close to 100x to big I think. I remember you mentioning something about this. I think I'm using ColladaMax_FREE_3.05B skeletal.zip
  10. Philip, I made that correction and I didn't get it to work. I tried just exporting a simple dae file with no bones or animation and that didn't work either. So, I thought I'd try your test files you had used before and I got that to work... So there must be a problem with how I'm exporting the file? Could you let me know what boxes to check and uncheck on the export screen in Max (for both a mesh and an animation)? The options I see: STANDARD OPTIONS [] Bake Matrices [] Relative Paths GEOMETRY [] Normals [] Triangulate [] XRefs [] Tangents/Binormals ANIMATION [] Enable Export [] Create Clip [] Sample Animation Start [] End []
  11. There is a new article posted on the web that as a fan of the game, you may want to read. You can find it HERE. If you enjoyed it, Digg it! Post a comment!
  12. I was thinking about it, and I'm not sure if correcting the skeleton would fix the problem (though I think that needs to be done yet), because loading just the main .dae file doesn't work... But, then again the skeleton is even listed in the mesh export... so maybe that is the problem. deerstuff.zip
  13. Doh... I'm sitting here at work on my computer with my thumb drive in and it seems.... I didn't put the zip file on it last night. Arg... Well, I'll just have to try an upload it tomorrow. Though I think I have thought of what might possibly be the problem, and it may be my skeleton structure. I copied the schematic in max, but what I really should copy is the structure within the .dae file. I think they showed the clavicle parented to spine1 instead of spine. So I'll check that out. Hopefully that fixes the problem.
  14. I'm getting an error... Assertion failed: "size != 0" Location: file_cache.cpp:151 (FileCache::Impl::Reserve) Call stack: Cache<boost::filesystem::basic_path<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,VfsPathTraits>,boost::shared_ptr<unsigned char>,Landlord_Cached,Divider_Naive>::retrieve (cache_adt.h:675) this = (unavailable - stored in register 0x0) key = m_path = [1243124] 0 0 0 0 88 ('X') 248 18 0 0 0 0 0 118 ('v') 92 ('\') 65 ('A') 0 ... item = 0xE16F132E psize = 0x0012F860 -> 0x00000000 refill_credit = true entry = 0x00000000 FileCache::Reserve (file_cache.cpp:218) this = (unavailable - stored in register 0x0) size = 0x0012F9CC std::basic_string<char,std::char_traits<char>,std::allocator<char> >::_Tidy (:0) errno = 0 (?) OS error = The operation completed successfully. I'm going to upload my max files, dae files, skeleton, actor, and error log file tomorrow from work. Hopefully you can help me out here Philip. I'm not sure if I'm selecting the correct things when doing an export selection for the mesh vs. animation export, also what options to check and uncheck from the export menu.
  15. Animations are completed - tomorrow, is my day to experiment with exporting!
  16. I worked on the deer today, added a neck joint and refined the mesh and envelopes. Redid the run animation, and the walk. Almost ready to attempt an export. Just need to do a walk/eating animation.
  17. (10:59:16 AM) Philip`: What you should do is... (11:00:01 AM) Philip`: * Copy the <standard_skeleton title="Standard biped" id="biped"> so there's a second one like <standard_skeleton title="Eary biped" id="eary_biped"> (but a more appropriate name) (11:01:27 AM) Philip`: * Assuming the ear bones are just attached directly to the head bone, copy the <bone name="DUMMY_headnub"/> to make another two (<bone name="l_ear"/> and r_ear or something), nested inside the <bone name="head"> (11:02:03 AM) Philip`: * Do the same kind of thing for the tail bones, though I guess the second tail bone is hierarchically nested inside the first tail bone (11:02:26 AM) Philip`: (i.e. <bone name="tail1"><bone name="tail2"/></bone> or something) (11:02:54 AM) Philip`: * Delete all the DUMMY_ bones, since they aren't useful (except to remain compatible with old PMD/PSA files, and this new skeleton is going to be incompatible anyway) (11:03:12 AM) Philip`: And then ... (11:03:27 AM) Philip`: * Copy the <skeleton title="3ds Max biped" target="biped"> into a <skeleton title="3ds Max eary biped" target="eary_biped"> (11:03:56 AM) Philip`: * change its <identifier><root>Bip01</root></identifier> to some other name, and in 3ds Max you have to modify your new skeletons to have that name instead of Bip01 (so it's possible to tell them apart) (11:04:39 AM) Wijit: what I did for the prop point was just create an simple object, and parent that to the head, then I made the antlers prop a child of that object (11:04:51 AM) Wijit: check out the file I'm trying to send you on MSN (11:05:05 AM) Philip`: * Add things like <bone name="Bip01_L_Ear"><target>l_ear</target></bone> to say that the Bip01_L_Ear node in Max corresponds to the l_ear node in the standard program-independent skeleton format (11:05:12 AM) Wijit: I've changed the Bip01 to Deer01 (11:05:16 AM) Philip`: * Oh, I think that's about all (11:05:39 AM) Philip`: Wijit: File transfer didn't work - "Filetransfers are not supported by BitlBee for now..." (11:05:47 AM) Philip`: (My MSN client isn't clever enough) (11:06:02 AM) Wijit: ok, I'll post it (11:07:22 AM) Wijit: http://www.wildfiregames.com/forum/index.php?showtopic=11673 (11:08:17 AM) Philip`: Is "Deer01 Pony..." the ears? (11:08:57 AM) Philip`: Are "antler"/"Object01" just objects, not bones, and don't need to be animated? (11:09:03 AM) Wijit: yeah (11:09:10 AM) Philip`: (It'd be quite an odd deer if its antlers moved independent of its skull, I suppose) (11:09:29 AM) Wijit: yep, that antler is what I was using for a prop point, and the object 01 is the actual antler prop (11:10:21 AM) Wijit: and yeah the Pony is short for ponytail (the ears) (11:10:52 AM) Philip`: Okay - the animation skeleton doesn't need to know about prop points (they're only stored in the PMD files, not the PSAs), so I think they can be ignored (11:11:26 AM) Wijit: oh really? (11:11:33 AM) Philip`: Oh, right, "ponytail" makes much more sense than "pony" (11:14:04 AM) Philip`: Wijit: Yep - the skeleton only stores animated bones, and the PMD adds the information that e.g. a point 20cm down the r_arm bone is called the 'shield' prop point (11:14:32 AM) Philip`: (so you can't animate prop points, you can only animate bones (that might have prop points attached)) (11:17:03 AM) Philip`: Wijit: When you export it for PMD, you do have to include the "antlers" object - everything that is attached directly to the skeleton is considered to be a prop point (11:17:21 AM) Philip`: and anything that isn't attached directly (e.g. Object01, since that's indirect, or Object02, since that doesn't even exist) isn't a prop point (11:17:29 AM) Wijit: Philip`: I'm going to post this convo in that thread, cause I know I'm going to forget (11:17:41 AM) Philip`: Wijit: Sounds like a good plan :-) (11:18:29 AM) Philip`: I'm happy to answer any questions (though if they're posted on the forums I might not notice them for a week), though I don't have access to 3ds Max now so I can't really test anything myself (11:18:30 AM) Wijit: ah... hmm, so when I export a human dude, I have to have all the props that I want on him exporting with him? Rather than before, I had non-specific prop points that I could assign alternative props to later in the xml? (11:19:02 AM) Philip`: Once you've sorted this out, it'd be nice to update the wiki with all the information that is useful to know :-) (11:19:06 AM) Wijit: yeah maybe I should just experiment first and see how it works, before I confuse myself (11:19:19 AM) Wijit: exactly - I want to document this before we OS (11:19:32 AM) Philip`: Wijit: You don't have to have the props when you export (11:19:42 AM) Philip`: (You don't have to get rid of them either, they'll just be ignored) (11:20:00 AM) Philip`: You do have to have the prop points, when exporting for conversion to PMD (11:20:03 AM) Wijit: xren has actually committed some DAE files lately that I haven't had a chance to test (11:20:29 AM) Wijit: ah there it is.. that was the sentence I was looking for (11:20:51 AM) Philip`: If you do add props in 3ds Max, make sure you attach them onto prop points, not onto bones, else they'll be misinterpreted as being prop points themselves (11:21:07 AM) Wijit: well before I bug you to much, lemme try this out and I'll ask more questions (11:21:11 AM) matei left the room (quit: Quit). (11:21:24 AM) Philip`: I'm not sure if I'm actually saying anything to make this at all clearer :-) (11:21:31 AM) Wijit: aye, and that is what I was trying to do with the <antler> (my prop point), and <Object 01> (the antler mesh) (11:21:54 AM) Philip`: That's the right way to do things (11:21:58 AM) Wijit: ok cool (11:22:16 AM) Wijit: I gotta run, hopefully get to try this out on Tuesday (11:22:18 AM) Philip`: (They're just unnecessary (though harmless) when exporting the PSA files) (11:22:36 AM) Wijit: keep an eye on that thread for my inevitable questions
  18. If you enjoy Arthur, here are are some interesting articles written by our historian Joshua that you would enjoy. http://wildfiregames.com/0ad/page.php?p=11564 http://wildfiregames.com/0ad/page.php?p=11537
  19. Thanks Michael. We really need you to get that file to work. The buildings look great. The only thing I'd have you change is scale. Right now they look very representative of the real world scale (doors, windows, floor levels), and we need to modify that to meet game scale. The best way to do that is to compare your buildings to ours and try to get them to fit the same theme of the game. Please try again to open the max file. If that doesn't work we'll have to export it to something like a .3ds file.
  20. Hmm, that is bizarre. Could someone try to duplicate that the .max file in the .zip file in Task 067 [Alt. Persian Structures] folder does not open? I'll check out your buildings when I get home from work.
  21. What is happening there is, Bobbo is being tricky (I think ). He knows that the game only renders what is in the central UV map. Meaning - anything that extends out of the bounds of the main uv-unwrap box in the uv-unwrap modifier in Max won't be shown in the game. So, those artifacts - won't be there in the game. Without checking out the files I don't know for sure, but I suspect that is it. I think what Bobbo means with the texture is, that you should reserve a spot (real estate) on the branch for an apple and tree trunk - and paste them in there rather than creating separate textures for those. So yes, a new texture with all on one. Is he asking you to model the apples? if so, I would do a simple box for those to make them as low poly as possible.
  22. Awesome, they all look good now except for the idle. There is something funky going on with the front right leg. It looks like the leg is being pulled off the ground and snapping back to it's original position. Have a look there. We are getting Bobbo and Michael to get that apple tree task created for you. You have chosen 3 distinct tasks with different focuses... modeling with the roman alternative structures, animation with the deer, and now transparent mapping with the apple tree. It is good to push yourself like that an not be comfortable with one skill.
  23. We have uploaded a file to your folder that you can use as an example of how we created the other Persian structures. Feel free to pillage anything you like from that model - in fact, we would encourage you to do that rather than spend time redoing work.
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