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Wijitmaker

WFG Retired
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Posts posted by Wijitmaker

  1. I've seen comments here, or somewhere else that there is some complaints about the quality of the water texture. I've taken the liberty of regenerating 60 frames of animated looping water. The photoshop plugin outputs a color map in the RGB (maybe useful for adding white caps to waves?) and then uses the alpha channel to store a bump map. If I gave you 60 of the attached files would that be something you could work with... or would you need that bump map extracted and turned into a normal map for you?

    I was also thinking... I could generate more animated maps if they might be useful? Waterfall or maybe an animated caustic light map that could be applied to the terrain below the water?

    water01.zip

  2. I'm not quite sure what you're asking, but if I'm right, what you want to do is select the mesh and then the rig (in that order) and press Ctrl+P, and select "Empty Vertex Groups". What is it you're trying to attach to a bone?

    Sorry, I should explain more. I guess what I'm trying to do is to... for example - attach that head mesh to the head bone, so that when the head bone moves, it will move with it. I'm not talking about doing any vertex deformations, just a ridged attach. I'd like to do the same thing with all those boxes (prop points) too.

    The rig actually looks pretty normal now. D'you want me to try and get it in the game again now, or are you going to do that?

    If you'd like to give it a shot please feel free!

  3. That thing is password protected. Can you copy it somewhere?

    Ah, I forgot - sorry. Here it is and in a zip instead. Unfortunately it is just an .exe no source code - so I'm not sure how much help it will be (and it looks pretty poor on this computer - maybe a driver issue). Florian Brede (aka Daywalker) was the programmer. It looks like he could be contacted here.

    WaterTest.zip

  4. Looking really nice :)

    I was wondering if you had considered another pre-shader method that might add a little bit to the atmosphere of where water meets shore. A really long time ago (2003), a WFG programmer created a demo of some waves that were similar to how AOM did their effects. It lives here: http://www.wildfireg...s/WaterTest.rar (there is even a wave sprite texture I created years ago in there).

    AOM basically used a wave sprite that would move, expand and fade on an edge detected shoreline. You can see it in this video here:

    It isn't perfect, but I always thought it looked nice. It might be a nice addition, especially for those that can't use fancy water.

  5. Personally, I'd love to see how the roman buildings look like, especially the Mars temple and civil centre that I've been testing with all this time. If not those, pick whichever buildings you think will come out looking the coolest.

    Alright, I've started working on the Romans. The roofs are really important because it is a large piece of what people see. Could you show me how this looks?

    Also, I was looking at that Brennus texture a little bit and it appears to me that it is in an inverse direction (what is sticking down should be up and vice-versa). I'm going to see if there is some way I can convert it back to a height/elevation map.

    post-3-0-52208800-1342032805_thumb.png

  6. Maybe. I'll have to look into it.

    Ah, ok. Created a new map using a 3x3 Sobel filter, as opposed to the 2x2 filter you used. Using GIMP's normalmap plugin. Still pretty subtle.

    http://imgur.com/a/Siwn4

    Don't worry, I don't mind at all. After all, I want to test this as well! :)

    In fact, do you have any other elevation maps I can play with?

    That celtic texture looks very nice, I think that did well. I was hoping for a little better results with the unit texture, but I'm afraid I can't do much about it because I didn't make that one. I also don't have any more elevation maps. Though I could make another to demo. Is there one you had in mind you would like to see? I think all the shield textures have some benefit from both the specular and normal mapping.

  7. Uh, I should remind people that the modelmapping stuff is limited to instanced objects, like buildings and ships but not people or animals!

    Could it be applied to an unanimated actor just to see what the affect might look like on the unit?

    Wijitmaker, tried your Celt normalmap. It may be a bit too subtle (or, I chose the wrong building to test it on).

    I'm attaching the black and white elevation map, maybe I didn't convert it correctly - or maybe the brightness and contrast needs to be greater.

    Sorry for pestering you so, I'd try it myself but ... well you know that story.

    post-3-0-27859000-1341935460_thumb.png

  8. If someone could... would you please test these two normal files?

    The celt_struct_1_normal should work with any (over a dozen) celt structure actors that still uses celt_struct_1 for it's base texture.

    binaries\data\mods\public\art\actors\structures\celts

    The other is a test on a unit, it should work for actor:

    binaries\data\mods\public\art\actors\units\celts\brennus.xml

    Thanks

    PS - as someone mentioned here...

    Why not use SSAO (perhaps as a supplement)?

    SSAO would add ambient occlusion to the ground and dynamic objects (animated stuff like infantry and wagons) as well, not just static models. (If this method is used on a dynamic model, the lighting would not be correct in many circumstances)

    Would it be reasonable to make a distinction between dynamic an static objects. Apply SSAO to the dynamic ones and prerendered AO to the static ones?

    post-3-0-46620600-1341887557_thumb.png

    post-3-0-30447500-1341887596_thumb.png

  9. I'm having difficulty with the search tool. The search doesn't seem to bring up posts before 2011. Also, when I look at a member profile (part of the retired group) and go to look at their posts, it won't pull any of their posts or topics. Can this be duplicated and possibly fixed?

  10. I think we are getting closer! Zaggy I took a look at the blend file and your right, those props are messing up the hierarchy. So I excluded them from the export. Now the bones all come in a lot cleaner into blender 2.5. My question now is, how do I attach a ridged object to a bone to make it follow the bone? Once that is answered, the prop points just need to be attached to the appropriate bones and we can try exporting again. Please take a look and see what you think now :)

    dude_3.zip

  11. There's a ticket and few comments about it: http://trac.wildfire...et/45#comment:5 - If Philip says it can be improved, I'm inclined to believe him, since he implemented it ;)

    That said, I don't see anyone lining up to create a new set of interlocking blend textures let alone modify the existing ones, and it's not exactly an intuitive process :) So I'd be happy if we find a better alternative. Anyone care to play around with the blend textures? binaries/data/mods/public/art/textures/terrain/alphamaps/standard/

    I think this is an art issue, not a programming one. If someone has the means - they should grab the terrain blends from AOM and throw them in the game to see if the issue is as noticeable. See here for a method on making another set of blends from scratch. http://trac.wildfire...t#TerrainBlends

    Like Philip mentioned in the trac ticket, it would be good to have blends for different purposes, roads, sands, grasses, rocks... etc. That would also improve the look.

    Atlas used to have the ability to turn on the grid lines on the map which would make it easier to pick out which blends need some improvement.

  12. Horses are due to be remodeled and animated, but adding missing animations is higher priority.

    Are there .dae files for the horses yet or are they still .pmd/.psa files? If so, I'd like to get those exported as .dae files. Making a horse stomping animation wouldn't be to difficult with the existing models. Adding more geometry to the existing models would be easy as well.

  13. I just imported it and cleared the location and rotation of the bones (go in pose mode, select all the bones and press Alt-G and Alt-R), and now the origin is in the right place, though it looks like these bones are like what I used to get when trying to import the DAEs.

    Also, you should probably just delete everything but the mesh and the armature, since I don't think those extra objects have any purpose.

    Nice! Could I get a copy of that .blend file after you fixed the origin. I'm not sure what your looking at deleting, but I don't think you want to delete the prop points for the model. So just be cautions of that. There are things like "nubs" that are a 3ds Max thing that could be deleted.

    I'd like to work the skeleton xml file.

    I selected the mesh first and then the armature, with the 'r_hand' and 'shield' bones.

    EDIT: I just realized that there are no bones for the shins or the fore-arm :/

    I would think they would be there, wouldn't they? Because the animation works in blender at the shins and forearms? Or are you talking about in the game after the export?

  14. but I think if you really want to get into making things for 0ad, Blender is the way to go as the team moves in that direction.

    0 A.D. will be compatible with any 3D software that is capable of exporting a .dae file. It is just as easy to export from 3DS Max as it is from Blender, Maya, SoftImage XSI, sketchup, etc... Bryce might even be able to export .dae files? If not, it could probably export a .obj file which could be imported and used to export a .dae file from another program.

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