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Wijitmaker

WFG Retired
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Everything posted by Wijitmaker

  1. 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
  2. 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.
  3. Factoid... The Forgotten uses art from the mod "Rome at War" made by Wildfire Studios back in 2001, later turned into Wildfire Games. I'm not sure if people can even still install this mod... http://wildfiregames.com/raw/
  4. Apparently, someone thought it was a good idea: http://wildfiregames.com/forum/index.php?showtopic=11290&page=2&hl=bagauda#entry203495
  5. 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 a
  6. 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
  7. 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...
  8. 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
  9. 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.
  10. Nice work, I like the variation Less clones there are in the game, the more real it looks.
  11. 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?
  12. 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.
  13. Ah man... I was excited to see a Celtic one Fantastic job!
  14. That is really odd, I just did a quick count and I could only count 160ish tris in that image, So I can't imagine you would be up over 500 total. Perhaps there are cloned tris in your model? Are you comfortable modeling? I wasn't aware that you weren't the maker of the model. Yes, I do think there are to many tris in the face region.
  15. Absolutely, I'm always here to help if someone asks I have witnessed a lot of talent develop here over many years.
  16. Sent you an email (for some reason the attach files doesn't work from my workplace computer). Hopefully you see this as constructive feedback This is also slightly subjective. I'm kind of old school low poly in my methods. Enrique and Micket might give you a little different guidance, so take this advice with a grain of salt.
  17. Could you post a version with the wireframe? I'll give you some feedback.
  18. Arg... that didn't work. I'll send you an email
  19. Yes, that is a little higher poly than you'd put in the game, but I do like his proportions and scale. A few comments on #31 I would try and unify the mapping more. Often the problem with doing that is that it will cause the texture to stretch and pull, but there are some neat features in 3ds max - one is called pelt mapping. See the demos here: http://3d-studio-max.wonderhowto.com/how-to/use-pelt-mapping-3d-studio-max-376299/ If you unify the UV mapping you will also have less seams in your texture, which is good. One thing to remember is the perspective of the model in the game. Most eve
  20. Hopefully this link works for you: http://books.google.com/books?id=S5TlAlzxgvcC&lpg=PA314&ots=8h39oexMcv&dq=mastiff%20celt%20collar%20cesar&pg=PA314#v=onepage&q=mastiff%20celt%20collar%20cesar&f=false See the left column - second paragraph. I'm really disappointed we don't have any of the 0 A.D. history articles up anymore. I'm pretty sure there was one that discussed this very topic.
  21. This might be helpful? http://blenderartists.org/forum/showthread.php?229470-Fox& and http://lucasfalcao.wordpress.com/making-of/making-of-red-fox/
  22. This topic made me smile. This was a feature that was spec'd for 0 A.D. 12 years ago: http://wildfiregames.com/users/files/docs/0addesigndoc.shtml Morale was something we wanted to have a dynamic affect in game play. The game at the time was very aura based. Morale applies itself during the calculations of an attack between entities. Noise-makers decrease the morale of the enemy, Standard bearers increase the morale of your units. They were intended to be used in formation. Formations were intended to not just be a visual representation, but more importantly - impact gameplay. We wanted
  23. I've got all those discussions if someone wants to take a trip down memory lane This has to be one of my all time favorite 0 A.D. Screenshots: http://www.wildfiregames.com/forum/index.php?showtopic=15503&p=231803 I'd love to see an updated one with all the new graphical features like AO.
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