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Everything posted by Wijitmaker
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Few more hints. There are lots of examples in the location that Sander pointed you to: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/skeletons Make note of what your joints are named in Maya. Prop points follow special rules. Some more background info for you.
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Check out ColladaMaya or maybe this? https://collada.org/mediawiki/index.php/OpenCOLLADA I'm not a Maya guy either... but I am a Max guy. When we first transitioned to COLLADA and .dae files, 3ds Max didn't natively support a .dae export. We had to use plugins. Most artists used 3ds Max and not Blender then as well. So, the game engine was largely developed around the ColladaMax exported .dae files. That was 2006-2007ish... today Max has it's own .dae export. I don't think the natively exported files work with pyrogenesis (at least they didn't last time I checked), only this plugin worked. Long story short... I wonder if Maya has the same issue? Perhaps you could use a plugin. Would any of these work? http://colladamaya.sourceforge.net/file_releases.php I noticed that this appears to have some activity as well? https://github.com/KhronosGroup/OpenCOLLADA
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Micket, this might be some fun reading for you if you haven't read it before. This was the path to getting normal maps implemented in the game by myconid a few years ago. http://wildfiregames.com/forum/index.php?showtopic=16022
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Design: Civillization Name
Wijitmaker replied to wowgetoffyourcellphone's topic in General Discussion
Fun fact 10 years ago 0 A.D. originally had only these civs: Celts Hellenes Iberians Romans Persians Carthaginians Two of the civs "branched" into sub-civs (celts - britons, gauls & hellens - sparta & athens). But, this was intended to happen during the game as a strategic choice - not something you decide and set in stone before the game even started. The choice would have shown itself during one of the town/city upgrade phases, and would have affected the hero choices, special structures, and late game technologies. I'm not saying the existing method is bad, just that I personally like the concept better (more strategy, easier to balance) than having dozens of civs that are slightly different from each other to choose from at the start. But... it is no longer my decision to make and hasn't been for years. I'm just throwing the idea back on the table -
Yeah, that is kind of the point though. Female citizens weren't simply intended to be a cheaper citizen soldier that didn't fight. They brought equal or greater value to the game (vs a basic male citizen soldier) by offering higher economic capability, but at the trade off - being the risk of easily loosing that asset's allegiance. If an enemy scout comes into your village and sees 20 unprotected female citizens it would be a goal to capture a handful of them before they ran into a garrison. I could explain in more detail if you are interested in hearing more, or try to find the old discussions. I think this was back in the day when all the civs had the same buildings, none were given special buildings that were civ specific. So, that probably wouldn't work today. I think the intention was that if a celt unit captured a roman barracks, it didn't make much sense historically that the barracks would continue to spit out roman soldiers - but instead it would be used to make more celt soldiers. But, I personally don't think that is a big deal. In the C&C games, it was like you described. If you were the Allies and you captured a Chinese tank factory, you as the allies could start making Chinese tanks.
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This discussion jogs my memory from over 10 years ago. Here is what was originally specified. This concept was largely taken from Westwood studio's model of how entities transfer ownership (Command and Conquer - I can't see this video from work, but I think it will show it: )I'm not sure if all can see these links so I'll cut and paste the contents: http://wildfiregames.com/forum/index.php?showtopic=699 http://wildfiregames.com/forum/index.php?showtopic=742 Also an interesting discussion that we used to have as part of the design FAQ (Ken Wood was one of the original game designer):
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Fun read, thanks for sharing
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I think it is all pretty awesome. A+ for creativity, except... ponies? really? I grew up in the era when they first came out and this is what I associate with them: I can't connect the dots in my head between that image and 0 A.D. But... that is my problem. Fantastic artwork! I think it would be a fun mod, to mod your mod into a Medieval faction.
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WIP Atlas UI Changes
Wijitmaker replied to trompetin17's topic in Game Development & Technical Discussion
Not sure if this would be something worth pursuing, but I recently posted it in another thread. Thought it was relevant to this discussion: ...there was an idea in the past that you could make a selection in Atlas of multiple entities and save them as a "group". These groups could be then be added to a player's custom pallet of tools. So perhaps it was a collection of trees, rocks, shrubs and bushes - and you define/call that "TemperateGroup01" or something. Atlas saves (or "copies") the x,y (not z) and rotation of each entity/actor into that group xml file. This could then be recalled at any time later and "pasted" onto the terrain, conforming itself to the terrain. The group could be rotated like what is featured in the new alpha release video. The group would conform to the terrain and the z height would be altered for placement as required. I'm not sure if this was documented or implemented, but it might be worth looking into to achieve what I think is what your going after here with this farm idea? -
That is beautiful - thanks for sharing!
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Looks great Nice use of the self illumination feature.
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Sorry, if I I caused confusion. My intention was not to insinuate that anything in the game be changed. I was just answering the question that was posed. Games have inherent trade-offs that counter-balance reality with fun and practicality. Those either/or decisions are made all the time in development. At several points I remember emphasizing that we are making a game with 0 A.D. and not a simulator. True there is some educational value to games, but a game shouldn't be overwhelming with education to ad nauseam. Very few people will care about the historical accuracy of wheat, they would likely care more about the historical accuracy of units in the game. So we focused our time there. I gave guidance to Mythos and did some of the texture work myself for the wheat and barley you see in the game. I'm not suggesting it be changed. What is in the game is sufficient to modern age players that represents wheat as a food source EDIT - there was an idea in the past that you could make a selection in Atlas of multiple entities and save them as a "group". These groups could be then be added to a player's custom pallet of tools. So perhaps it was a collection of trees, rocks, shrubs and bushes - and you define/call that "TemperateGroup01" or something. Atlas saves (or "copies") the x,y (not z) and rotation of each entity/actor into that group xml file. This could then be recalled at any time later and "pasted" onto the terrain, conforming itself to the terrain. The group could be rotated like what is featured in the new alpha release video. The group would conform to the terrain and the z height would be altered for placement as required. I'm not sure if this was documented or implemented, but it might be worth looking into to achieve what I think is what your going after here with this farm idea?
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Ha! i didn't know that Erik? Neat, I'm a farm boy too Like the guy in video was saying... modern wheat is different than ancient wheat. Erik is correct, what was shown in the gladiator footage was "full grown". Modern hybridized wheat is bred by design to shorter stalks, it provides a better stand for the heavy heads of grain (sometimes 4 or 6 rows). The idea being that the plant should spend more resources on making kernels than useless straw. Ancient wheat was a simpler variety that looked something like this: http://www.primegrains.com/prime-einkorn.htm They didn't have modern chemical fertilizers and irrigation either... so the density of the fields was probably much less. Their yields were probably a 30% of what modern farming techniques can do with the same piece of ground today.
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I think there should be a way to get the look you are after. myconid was the last programmer (to my knowledge) that did some major changes/updates to the graphics engine. Here is the full evolution of his changes unfolding before your very eyes - post by post: http://wildfiregames.com/forum/index.php?showtopic=16022 You should be able to get a glow effect like this you see in the bottom image: http://imgur.com/a/oRHdk After reading this... try playing with the alpha layer of the spec map: http://wildfiregames.com/forum/index.php?showtopic=16022&p=242478
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Thank you, that helped a lot. It is neat to see a new look in Pyrogenesis. I'm looking forward to seeing more Perhaps you can't select - because it is a gaia object instead of player 1? That would be the first thing I'd check.
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Historical issue regarding Bagaudae/Bagauda
Wijitmaker replied to Julian Bashir's topic in General Discussion
Apparently, someone thought it was a good idea: http://wildfiregames.com/forum/index.php?showtopic=11290&page=2&hl=bagauda#entry203495 -
It is neat to see a form of auras back in the game. They were once a huge part of the game design's strategy for play. It was something that really was intended to separate 0 A.D. from being an Age of clone, it also adds more real time tactical depth rather than just masses of brainless fodder being waypointed around the map (like I see in a lot of 0 A.D. youtube videos today). This game wasn't intended to be be won by "they who click their mouse fastest" but rather "they that thinks and strategically out maneuvers their opponents". Auras were key to this idea and implemented in the game at one time, but were never re-added after a rewrite about 8 or so years ago. More info on their intent and purpose: http://trac.wildfiregames.com/wiki/XML.Entity.Traits.Auras Back in the day, auras were only represented by a simply player color vector ring when an entity was selected. Morale and stamina (running/charging) were two other aspects to the game that were once fully functional that we lost in that same rewrite... I still morn this loss to this day
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This reminded me a lot about something I posted 10 years ago. I'm not able to make the thread visible for you (it is in some private staff forums), but it might be a fun read for you if a moderator could move the thread. http://wildfiregames.com/forum/index.php?showtopic=1064
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To remove the blood without editing the actors... couldn't you just modify the texture that the blood is coming from and make it completely transparent? I don't believe the blood is 'baked' into the unit textures...
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The actor editor was a pretty handy tool for people that were not familiar with modifying xml tools. It also caught a lot of mistakes before you made them. I guess it wasn't documented well enough to pass on the usage to the next generation of developers. There was a lot of elements (groups, variants, random, loading, unloading, prop point recognition, prop point browsing) that really made setting up a a new or editing an existing actor quick and simple to those that aren't familiar with coding and syntax. I'd encourage not loosing sight of it. Philip made it and did a fine job IMHO
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===[COMMITTED]=== New Animation (Work in progress)
Wijitmaker replied to Jos3BV's topic in Completed Art Tasks
Nice work on the animations, it is good to see some new animations since the once I did 10 years ago I like where you are going with that animated logo. I like the use of depth of field. -
Nice work, I like the variation Less clones there are in the game, the more real it looks.
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Just out of curiosity... does the "what you see is what you get" tool called "actor editor" work for pyrogenesis anymore? I look at the wiki and I see a lot of work being done in notepad. I thought I remember actor editor being integrated into Atlas at one point. Does it still work today?
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The alpha channel of the texture could be used for color. Similar to the how horses are done. It is the same concept as player color. This allows you to "color" the Auroch brown/tan/black randomly in the actor xml file using a single texture. If you are interested in that, check out the horse textures as an example of how that is done.