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Gen.Kenobi

WFG Retired
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Posts posted by Gen.Kenobi

  1. Well, let me just through this out here: For people interested in FOSS highly portable games, projects like this are more captivating because they are under constant development. I know I for one got over Minecraft about the same time it was finished. Even with the most radical game, once you "beat it" (or multiplayer seems to hold no new surprises), that's it, the game has nothing more to offer. With a game always in development, the replay value is endless because there is always something new.

    While it is important to prepare the occasional stable snapshot for those "conventional types" interested in polish (who I imagine are little into 0ad at the moment) when the time is ripe, I would be perfectly happy of development of pyrogenisis carried on indefinitely, with the goal of basically making the engine the superset of every other RTS engine ever :)

    Couldn't agree more. The most rewarding thing is to see the development of something, help it out and see the updates going on and on and on.

    A final game is important. But as the word say, it should be final. And when the time comes for a final game, it shall be realesed with polished engine and art. There's no rush here. ;)

  2. I remember I recorded a timelapse for RoTE. Since it's a mod for 0ad, maybe we could use it? Kimball has the raw-footage, I can't acess it, since my PC is dead.

    Also, how is the status of the rigs? I'd like to try some animation, but If i remember correctly the lastest blender rig didn't work quite nicely and Jason was trying to figure out why...

  3. Hmm... After taking a quick look at the code, it seens pretty much straight-foward. :) And yeah! A way to control the intensity of the normals/specularity within the actor file would be awesome.

    The only thing that is rather confusing for me to understand is the AO. So it's not dynamically generated? You must "bake" it into a new UV set and have it multiplied?

    Also, the collor of the spec map changes the specularity collor? Or it was there just for self-ilumination? The self-ilumination could be a different texture... It could make things easer. (I just don't see it being used very often :P)

    Thanks again!

  4. Indeed!

    I just have a coupple of questions Art-wise, specially when creating future assets for the game and maybe future mods.

    On Blender I'm used to work with 3 different textures: One is difuse, another one is greyscale for the specularity and the other one could be also greyscale (for bump) or mapped "normals" - from Gimp's plugins or if I'm in the mood, from some serious 3d detailing and baking the normals into a new texture.

    I know it may seen a quite a dumb question, but how does it work? How do you control the intensity of the normals, the influence of the specularity.... these things. I have very limited codding knowladge, I only did some really basic actor codding so far, but I'm really excited about this. Will it be controled like this suggests? http://trac.wildfiregames.com/ticket/1493

    Thanks again for your awesome work, and sorry for such questions. :)

    Best regards!

  5. Tried some "desert-looking" rocks... I really enjoyed working on them. I know it's not great, since if you pay attention you'll notice severall patterns - basicaly, I made only one base model and started to edit here and there. Also, I'm not very sure, about how do you guys want the rocks to look like - Individual, mountain type, ect - so I'm creating a bazilion of types :P

    Oh! And you may notice that in this render I added shadows and, if you look closely you'll see that the rocks have bump mapping. :P Yeah. It's my way of doing psychological warfare, about why Bump/Normal Mapping is a MUST :P

    7Xd2b.png

    And I didn't like this texture "desert-badlands.quarry" or something like that... BUT... :/

    So, I tried with this other one: "desert-quarry" ...

    xVWBA.png

    Looks better?

    Maybe we can have both.

    Tell me what you think. :)

    Do you think it would be good to have some shrubs growing from the crevices?

    hehehe. It could look nice. Maybe we could add some prop points and put some brushes there. Or maybe the map maker could do it manually ;)

  6. Rock, scissors, paper, lizard, Spock!

    Just kidding.

    Well, so I trew away, some first "rock" formations. BUT I'm not sure if it's nature-cannon. Why is that? Because if I recall correctly at my Geography's lessons each rock formation was "formed" due different erosive/weathering agents. So rocks in dry regions (deserts, savana, ect) would mostly be pointy, since the wind is the main agent. Rocks in topical regions (rain forrest, these stuff) would be smooth, since the main agent is the water(rainy). Rocks in temperate regions would be a mix betwen these two. And so on. (Cold regions should have something like sea cliffs or big glaciers) :P

    So It's quite complex. Specially the tropical ones, since getting nice looking smooth rocks with low poly without normal maps is quite a challenge.

    Here's my first "formation".

    Since it was mainly an experiment, I decided to go for "temperate".

    (The best thing when making rocks is that they are quite modular, and the UVMapping is easy! - Hmm... just occured to me, I'm using blender's generated box mapping, does the game will need hand made maps? [please say no!!!] )

    QrJlg.png

    So, please trow your rock into this discussion and I'm sure the rocks will rock!

  7. I don't know...

    I'm really out of free time to take a more in depth look into this - [just got home from school (20pm). Tomorow needs to be there at (9am).]

    I personaly work better with IK/FK solvers, but that's just me - I really feel that they make the animation more "realish" and "fluidish".

    Peharps, Jason, If you get the time, maybe you could take a look in Blender? there are some prety foward begginer tutorials that may help you get started:

    http://sagefans.net/

    And related to Blender Rigging: http://www.blenderguru.com/videos/introduction-to-rigging

    ;)

  8. Hmm... Some people are complaining about animations. http://www.moddb.com/games/0-ad/news/new-release-0-ad-alpha-9-ides-of-march

    I personaly think that we should give it more attention for the next Alpha. I really would love to see the Blender Rig working and help out, but unfortunatly, my life has been prety messed up with studies... So I can't help this year. :(

    So...what do you guys think?

    (I have already given him a small answer ;) )

  9. Well, animals are more organic and flowing and you'd have much of the torso done with a 8vert cylinder. All you have to do then is to move the vertices in place. And yes, it results in a clean topology or what I would call a organic geometry ;) But do what you find easier and better :)

    Yeah... I just find easer to go subdivinding a cube... more tham using "stock" cylinders ;)

  10. Do you really work better with Cylinders? Cube modelling is wayy better for me :P

    Oh... Wait... That would be poly-by-poly for me... Ah. Scratch that. But seriously, is there a specific reason? Better for animating? Maintening a clean topology?

    Still needs to get started. Not sure If I'll be abble to do it. :/

  11. I never modelled any animals... Guess there's always a first try. Gonna see what I can do with the dog...

    Can you post some reference images for the animals/breeds? So it can be historically accurate... I dont wanna end up doing a puddle or a pitbull :P

    But I'll get started on something. - at least untill Sunday...Them, I'll be "grounded"... :(

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