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Wijitmaker

WFG Retired
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Everything posted by Wijitmaker

  1. Fun facts - the pyrogenesis "logo" was a single character from a font. It was intended to be similar in look to the Chinese wildfire games character. I think the name was selected by a team vote at the time when we were using greek to name certain aspects of the game - like Atlas and Odysseus. It's prior name was prometheus, which we found out later was already used. I think before that it was briefly called omicron. "New Fire" was what it was supposed to mean, loosely following the wildfire moniker. I think the attached file is the original .max file for the 0 A.D. logo (guessing based on file name). logo.zip
  2. Have you guys reviewed wfg's data? http://www.wildfireg...showtopic=13784 http://www.wildfireg...showtopic=15089 Making reports like this: http://feedback.wild.../report/opengl/ http://feedback.wild...ic/cpucaps.html http://zaynar.co.uk/0ad-pub/performance-20100306.png http://zaynar.co.uk/0ad-pub/ram-20110401.png Like wraitii suggested - hard data is the way to go. It will help you make the call one way or the other and you'll have the data to back up the decision. Also worth a read: http://www.wildfiregames.com/forum/index.php?showtopic=14419&pid=217338&st=0entry217338
  3. Have any screenshots? For fun and old time's sake
  4. It also was intended to protect your domestic animals from being immediately stolen and taken away by the enemy.
  5. Q for you How are you coming with animation. Did the sample file I sent you help?
  6. Nice work, the straight on shots are great! Good job
  7. If you have a polarized filter it works great to help cut down on reflections as you take photos through glass. If you have a steady hand and a fast shutter, try to avoid using a flash when possible. Coins, close ups of artwork (pottery, metal working) would all be useful. Looking forward to seeing what you come up with.
  8. I'm a big BFME fan and LOTR fan WFG used to have a division of sorts working on a LOTR game based on the same game engine that 0 A.D. now uses. Lack of participants and fears of lawyers eventually stopped the development. Remnants are found here: http://www.wildfiregames.com/tla/ What elements of BFME's gameplay are you interesting in preserving? Things that you'll notice off the bat that 0 A.D. doesn't have is... a strategic map view, groups of units (we have formations, but unit behavior is more individual based in 0 A.D.), units walking on walls, and power points. Additionally, I don't believe that experience and stamina have yet been re-implemented since the engine rewrite years ago. Your artwork looks great, I think you would find the game engine fairly easy to mod for artwork.
  9. Yeah, I'd keep the solution simple. Just lower these particular boats down into the ground plane a little bit more and re-export. The water won't go over the "deck". I don't think opened hulled fishing boats are worth the realism and extra tax on the gpu. Boats and water look outstanding IMHO: http://www.wildfiregames.com/forum/index.php?showtopic=16669&st=200#entry266077
  10. The art team has a closed branch of SVN that they store all their original assets in. If you have something in mind, I'm sure one of the folks here could point you to it's location on our server and share it with you.
  11. I just payed our server fee. Current balance is: $5,650.70 USD
  12. Are you guys referencing this data to help make the decision? http://feedback.wild.../report/opengl/ http://www.wildfiregames.com/forum/index.php?showtopic=13784
  13. Awesome work my friend. A few questions. The 0 A.D. development team has discussed abandoning some of the old rendering code. I wonder if this might affect your efforts? If your playing 0 A.D. on a tablet with a touch screen how do you do a right click command like a mouse would do? I'm excited to try this in the future
  14. I know there was some recent discussion about this... but what about allowing the currently flat sea plane to have an elevation map. I'm sure you would up the number of quads, to render - but I guess polygons aren't a bit deal anymore. You could have a toggle in atlas to modify either the terrain elevation with the tools - or the water elevation. This seems to be a relatively simple of a solution. I know someone must have thought of it before and there might be some cons. I don't know why it just occurred to me now after all these years.
  15. This is the best I think we have: http://www.wildfireg...ritomartus3.jpg Shoot Brendan an email though - I bet he would be excited to see how your using his art and happy to give you a higher quality image. http://brendankeough...ge24/index.html (email at the bottom)
  16. All the original files are here: http://www.wildfiregames.com/users/files/images/Loadscreen/ Ask a WFG person nicely and they could log in and upload something like this: http://www.wildfiregames.com/users/files/images/Loadscreen/mmbackground.png
  17. Thanks for the credits for the Italian graphics. Nice work so far, keep it up
  18. Here are some files for you to play with while you wait horse_animations.zip The horse model was made out of a biped skeletal structure. At the time this was created, we only were able to use biped and character studio.
  19. All of the animal max files are available to artists here: http://trac.wildfiregames.com/browser/art/trunk/art/meshes/skeletal/animals Maybe somebody would be kind enough to zip some of those up for you. For movement, there is a run animation and a walk animation... unfortunately the game doesn't have running anymore so the run animation is rarely (if ever) seen.
  20. This is news to me... I thought the export was tested and worked? What problems are you guys having now? At this point though... Unless someone is really interested in getting this sorted out, I don't think I have the motivation or energy to trouble shoot further as it seems nobody else has the heart for preserving the old models and animations. I think it is probably a waste of my time seeing that most the the art department has their eyes fixed on new models and animations. So, go for it guys
  21. Aye, I think Michael's has pinpointed it here. Do the parent export selected while selecting the parent model and the dummy helper object. Do the child/prop export by selecting the prop only for export. Note that the child position on export is relative to the world coordinate system, not the prop point - so you may have to adjust it accordingly.
  22. Correct, standard helper objects work just fine. The tools mentioned in the wiki are prior to the .dae conversion. They were for directly exporting to .pmd and .psa formats. Now the game engine automatically converts .dae models and animations for you to the pyrogenesis format.0 A.D. artists (like me) used to use Max before the current wave of blender artists joined the team. Your 3ds Max art should be fully compatabile with the game engine. If you run into issues, shoot me a PM and point me to a thread and I'll try my best to help out. Animated textures (I think that feature was recently added for waterfalls?) would sure look nice on those tank tracks
  23. I've used anything from R3 to 2012. Let me know if you have any issues, I'll try my best to help.
  24. How about instead of trying to using .dae files - you may be interested in the original .max files? What files are you after, what are you trying to do?
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