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Wijitmaker

WFG Retired
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Posts 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

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  2. 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. :)

  3. 2) is it real to make a game on you engine with gameplay like in bfme 1\2?

    I'm a big BFME fan and LOTR fan :gollum::gandalf_w:

    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.

  4. Yep. I think these particular models just need re-exported.

    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

  5. 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.

  6. Another one, dedicated to the Celts and to the art of the game.

    If someone can send me a high quality version of the Celt hero artwork, that would be helpful, so I can make that wallpaper in much better quality. For now it is much too blurry on the character.

    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)

  7. 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 (y)

  8. Each object must be a separate mesh and exported separately ("export selected..." in Max). The "main" mesh should have a dummy helper (named prop_whatever) linked to it where you want the turret to go. Then make an actor for the turret mesh and prop it to the main mesh in the main mesh actor. I recommend opening some other actors already in the game and looking at them to see how we do it. :)

    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.

  9. Unless I'm mistaken, those tools are obsolete. Prop points can be set in your 3D software as null objects (prefixed with "prop_" IIRC) and saved straight in the Collada files (our artists use Blender).
    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 ;)

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