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Gen.Kenobi

WFG Retired
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Posts posted by Gen.Kenobi

  1. You should try to give the normal texture a paralax map. This will make the details pop out way more.

    Just add a new Alpha Channel into the difuse texture and remake the normal map. This should fix your problem, unless you're already using Parallax.

    Also, bear in mind that Mythos used Post-Processing in these screens he took. You can see Bloom, DOF, ect. Last time I checked those features were only avaliable into Atlas - could be wrong though. ;)

  2. And now, to go totally of topic ... in the gym where I went you got a fine for not arranging the weights afterwards, so they were pretty well aligned most of the time xD

    post-4287-0-85046400-1358346095_thumb.jp

    Ouch, they're so badly aligned now that it hurts my eyes!

    Now it's looking more realistic! But still... you can notice that just one of them on each rack is unnaligned :P

    I am being too picky xD

    But it's a nIce job mate!

  3. Someone will correct me if I'm wrong but imo:

    Props are static respective to their "parent" but they can be animated. And IIRC the props inherit the state of it's parent, so if the hull is moving (in moving or "walking" animation) the wheels will look for a "moving" animation and play the rotation or whatever animation they have assigned to move and play the "idle" animation (stop) when the hull is in the same state/animation

    You are pretty right :)

    That was what we noticed when we put the archer as a turret. It would still use it's fire animation even though it was a prop of the chassis, I guess... Gudo made the example.

  4. I think you must create a shortcut to pyrogenesis and name it after the name of the folder.

    Example:

    C:\Users\Usuário\Desktop\0ad-source\binaries\system\pyrogenesis.exe -mod=mimo

    The folder name is mimo.

    Hmm... since you're using the ppa binary... would be interesting for you to unzip all the files of the public.zip into a public folder, delete the .zip and them try to run it again with your command.

    Or try to zip your mod folder and use the command.

    Anyways, since you're modding the game, I reccomend you to try to get the SVN to get the lastest changes made by the team, so your mod could always benefit to get the lastest engine improvements. Not to mention that you could also get acess to the source code and modify it for your mod purposes. Some versions might be instable but, I believe the benefits are much bigger. And, since I have a personal mod too, I use the SVN version and it works with the commands.

  5. Yeah. Zaggy is teh king of animations :P

    I'll be sure getting some of his advice ;)

    Question> How would you guys want the texture? Using pre-determined collors? Or the black & white pattern variations in order to make it work like the current hair textures?

    I'm also thinking about transforming the model (after I finish it) into a cow, since they are almost the same shape. ;)

  6. I have plans to start working on a Modding Tutorial very very soon.

    I just need to get some sleep, kick my lazy a ss, grab my gear togheter and do it.

    If you're looking to replace some of the game's models, make sure the models you have are in the .dae format. Also, you'll need to edit the actor files and maybe even change some entities if you wish to change the stats. I'll try to cover basically everything very soon :)

  7. Its looking good :) But I think now the hump and the ears are too big. Notice in the pictures how the top of the skull is almost at the same height of the hump with the neck dipping in the center. That and the flab suggested by lilstewie will make it complete (y)

    I guess it's a matter of references :P

    Gray_Zebu_Bull.jpg

    But if you guys really want, I'll make the ears smaller.

    And about the space near the neck, I'm gonna do it.

  8. I can try, but I'd need someone with experience to review it, as I never did a rig from scrath - I mostly used Blender's rigfy add-on, but it doesn't works ingame and only for bipeds...

    I am not an animator. But that doesn't stops me to learn it.

    Anyways, I've started to research the ox anatomy.

    il_fullxfull.240612315.jpg

    anatomyoftheox%2B3.jpg

    I'll dump what I find interesting here. If someone comes up with something better, please post it here too.

    • Like 2
  9. Yes, that is what we should do. Replace SpiderMonkey with Webkit's JS engine and UI engine...

    I'm willing to redo the entire GUI in HTML/CSS/JS, but I don't know C++ to integrate the webkit engine into the game.

    Hey Kieram, I wasn't talking about their GUI, but about their PR strategy. Maybe I didn't make myself very clear. ;)

  10. They release a new alpha and a new video every week detailing the new features. The game is also being developed by only 4 people full time, so everything is incredibly cohesive. The very first thing was integrate google chrome with the engine so the UI is also very responsive and customizable.

    That's what we should also do :P

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