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WFG Retired
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Everything posted by Wijitmaker

  1. You can email the developer Tim here (say Hi for me while your at it): tim@debuggable.com
  2. Current balance as of today is $5,102.25 USD
  3. In early design documents - the female citizens of the celts were the only females capable of fighting to defend themselves vs the behavior of the other civs. Celtic females were also not capturable. The other civ's female citizens would automatically flee to the nearest civil center and garrison themselves when an enemy came within their LOS. If a female citizen could be isolated to where no other male units were in their capture aura, their capture timer would begin and if the enemy was persistent their allegiance would change after X number of seconds.
  4. Just wanted to say that I was in your gent's area a few years ago visiting Sovereign Hill with my wife. We had a great time - we loved that area that you are in
  5. Aye, it looks like the texture needs to be player-colorized by an artist, or removed as a variant from the actor file. The white (limed) hair means it is an advanced unit. Helmeted celts are elite - or at least they used to be set up this way. OT - zoot, what is going on with your mini-map?
  6. Does Git have the capability of integrating with trac as SVN does today?
  7. I believe the game engine already does have the capability: http://www.wildfiregames.com/forum/index.php?showtopic=12878
  8. Cool pic - I'm surprised the AO didn't have more of an effect. For example the upper floor of the temple building in the top right. I would think that the interior would be much darker.
  9. I believe that is how we originally set up the plan for the architecture of how entities would be structured. That page your looking at was all prior to the simulation rewrite that Philip made several years ago. Most everything that was in the old simulation engine is present today, but some of it hasn't been restored yet. I don't believe that the events you see at the bottom of that "example" at the top of the page was ever fully implemented. It was conceived of by a former instrumental programming lead - Stuart Walpole (aka Acumen). Here is his original spec: Here is something Philip wrote in the archives a long time ago - so maybe they did exist?: More stuff from Andrew (aka pyrolink)"
  10. Those look great. I was just thinking, you could do some pretty cool effects for metal mines with specular maps. You could do sparkles like granite or ribbons/rifts of shiny silver/gold.
  11. I believe the definitions at the top of these pages are still valid: http://trac.wildfire...wiki/XML.Entity http://trac.wildfire.../wiki/XML.Actor IMHO, Groups and variants are much easier to conceptualize (at least for me) in Actor Editor rather than raw code... because it is difficult to wrap your brain around the subsets of various combinations of groups and variants. Check it out if you haven't already done so.
  12. Do you think it may be a driver issue? Would updating my driver perhaps help - I don't think I've done that in a while... and only one way to find out
  13. You may find this useful. Here is a .psd version of the file used to make the celtic head textures. You can mix and match hair, noses, eyes, lips, etc... to make some more. Or, add your own celthead2.zip
  14. Just had a chance to update SVN and try this out - here are the errors I'm getting on some older hardware: ERROR: CRenderer::EndFrame: GL errors occurred ERROR: Failed to link program 'shaders/glsl/model_common.vs'+'shaders/glsl/model_common.fs': Fragment info ------------- 0(61) : error C5041: cannot locate suitable resource to bind parameter "v_eyeVec" ERROR: Failed to compile vertex program 'shaders/arb/overlayline.vp' (line 1): Here are my old system specs: OS : WinXP SP 3 (5.1.2600) CPU : x86, AMD Athlon 64 FX-55 Processor (1x1x1), 2.61 GHz Memory : 3072 MiB; 1765 MiB free Graphics Card : NVIDIA GeForce 7950 GT; OpenGL Drivers : 2.1.2; nvoglnt.dll ( Video Mode : 1920x1080:32
  15. Cool idea, though the game is not really designed to be played at this view, so it should not be to noticable. More variety is always good
  16. Yeah, that could work. I guess the extra prop points "bones" would just be ignored in the skeleton.xml. OT - Could this topic be moved to the art department forum? I think it is more appropriate there.
  17. Yeah, those cube meshes were supposed to be prop points. How do you guys do prop points in Blender? Whatever you do for prop points... could you do it for that model and replace those cube boxes? 3ds max uses something they call "helper objects" that I use, I'm not sure what the equivalent would be. They box meshes should be select-able if you toggle something on the right side blender by the visibility stuff. It is important to keep their positions, parent child relationship, and name.
  18. This should be possible right now by the config in the actor. For example, right now when a citizen soldier goes to a tree to chop wood, they drop the sword and shield and switch to an axe. What you are wanting to do should be pretty easy - just would need a hook to utilize the variant name. See here: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/actors/units/celts/infantry_javelinist_a.xml I'm not sure if this would help, but you could bring in different props in an "animation" with the events of an actor - this is used on archers and javelists. See here: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/actors/units/celts/infantry_javelinist_b.xml If you would like to do something like visible city phases - I would think that you could do it similar to units and how they upgrade through experience - basic, advanced, elite. It would require 3 separate actors though.
  19. Yep, what is currently being displayed was intended to just be a place holder.
  20. Atlas use to hotload files (if I recall correctly). All you needed to do was select a different actor and then re-select the one you made changes too.
  21. Yeah, I think when the .dae is exported it "flattens" the animation and automatically applies a position and rotation to each bone on each frame. I think... I'm not 100% sure on that. So I think you should be OK for exporting this. Yeah, sorry about that - it is kind of confusing and it hasn't been explained very well. I'll take a look at this file when I get back in 2 weeks if nobody else has. Nice work - thanks for the work on the IK setup!
  22. I think you simply export the .dae and then you have to marry up the bones as they are described in blender with how they are described in the skeleton.xml file. Check out what we were doing earlier in this thread Zaggy has been setting these up for animals out of blender, so I bet he is pretty savy with the process by now. It really isn't documented very well, so if you give it a shot, take some notes on how you did it so we can get that up on the wiki.
  23. Great, I guess it is now ready to try and do a .dae export test? Anybody up for that? I'll unfortunately be going on vacation and returning next week.
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