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Wijitmaker

WFG Retired
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Everything posted by Wijitmaker

  1. 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.
  2. 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.
  3. A little weak on content for this news release
  4. 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
  5. 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.
  6. Thanks Philip - I'll give that a try
  7. 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?
  8. 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_m
  9. 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
  10. 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!
  11. 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
  12. 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.
  13. 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
  14. Animations are completed - tomorrow, is my day to experiment with exporting!
  15. 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.
  16. (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
  17. 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
  18. 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.
  19. 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.
  20. 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 fo
  21. 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.
  22. 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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