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Gen.Kenobi

WFG Retired
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Posts posted by Gen.Kenobi

  1. And then maybe we can think about lensflares and ghosts :P

    Just kidding. :) (but it would look quite cool in a future-startrekish-mod)

    Back to the rocks. In case you didn't notice, yesterday I went and fixed the specular for the Temperate Rock formations that are playable on the BelgianBog map. I'm really with not very much time on my hands anymore, so the progress into "Rocking" will be really more slow, but I'll try to get them done (For Alpha 11, I think they are quite nice so far). Sorry about that guys :/

  2. Well, Enrique, I can see the Parallax from an ingame perspective and the heightmap is quite realistic-looking :) I like to zoom in often to see what and how my workers are doing, so I really don't think it would be useless. As we commented on IRC, if I recall correctly :P , we are planning to everything to have parallax and be awesome-looking.

    BTW, I committed the missing AO texture yesterday.

    Yeah, feel free to post your concerns on the Rock thread.

  3. We don't use the PMD file type anymore, so there's no need to bother with the 3ds max plugin :)

    We now use only DAE files. :) The engine can read those, so it's much easier to export.

    Anyways, you don't have to wait for the Mauryan buildings... On this list, despite being outdated in some areas, there are some nice stuff that needs new models and updating.

    How would you feel doing new variations for the Iberian Venerated monument?

  4. Is that absolutely necessary? Would it be too difficult to combine all the textures into one, like for the Romans? Or, create a couple more textures that are more specialised, so each building needs only one?

    If we combine them, the map will be bigger, like 2048x2048.. Not sure if it'll affect the performance, but that's the way we did in RoTE :)

    Eventually yes, as it'll be much easier to have a script to do the work automatically. But for now, what I'm trying to do simply doesn't work on buildings that are in pieces, so it needs to be done manually. You might want to concentrate your efforts on those buildings.

    Also check out that git branch I linked to above, if you want to see what sorts of results I've had so far.

    In the future can we hope for Dynamically and automatically generated AO? :P

  5. Hey Allen!

    Welcome to our forums! You have an awesome portfolio! I really like that WW1 plane. Sounds smooth and low-poly. It's texture is just superb!

    I'll try to answer your questions the best that I can.

    We are an open-source development, so you can access all our current art assets from the SVN. You can either get the full code, via SVN - that receives updates daily with new art assets and programming stuff - or you can download the models and textures separately, so you can unwrap them on your models :) We recommend you to download the full code, so you can start to get yourself familiar with the basic Art Pipeline (it's for blender, but I believe you'll be able to adapt it to your 3ds needs :) ). If you wish, you could also read the Art Design Document, as a reference, since it needs some updates here and there.

    Well, we don't work currently with Concept Art. They used to do so, around the old days - 2003/2004 - when the game was in early and closed development state. But there are some nice works that could serve as inspiration for you in the website. Buildings and Units here. But we mostly use historic images and references found around the internet.

    You can pick anything you would like to do, and get it done, as a starters task. We have a priority list as Enrique said, for Alpha 11, if you take something from there and do, it would help us a lot.Them, as you progress you'll be assigned to tasks, or you'll be free to do whatever you like - that's pretty much the way it's working for us right now.

    You can simply post a picture of your done model here - ingame too if you wish, to show that you know your way around the pipeline (that's not really necessary, but it's a plus when the artists can get their stuff ingame(i just learned that, and I joined back in 2010 :P - them, we'll work your way into the team with SVN commit access :)

    I hope my explanation works :P

    Anyways, welcome again, and I look forward to see your already awesome work, now for 0ad! :)

    Best regards,

    - Daniel

    EDIT: Enrique beat me to it. I was already writing the reply when I had to answer the phone :P Sorry.

  6. 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.

    Indeed! :)

    Wow, beautiful rocks :D Except for the AO artifacts but overall nice work (y)

    Yeah. I really don't know why the AO is doing that. Maybe it's too strong? I'll have to check it out.

  7. Thanks :)

    But I'm not happy with the AO - don't know what's happening, the faces not receiving sun-light are black - nor with the current texture... It looks too whiteish for me.

    And i just noticed that I may need to fix the geometry on some spots :P

    BTW, Michael, if you get the time, can you create a table, like this one for geology stuff (with references)?

  8. @zoot, I wouldn't blame the filter bubble too much (funny thing I saw a TED talk about it a few weeks ago :))

    I know implementing this will be a pain but just think of the possibilites. More people grasp HTML, CSS and JS. There are things like CSS media queries and jQuery that can extend the GUI to a whole new level. Above all that, its going to much easier to modify it. The only thing I can see against a transition to Webkit is that it might break and the fact that its a ton of work.

    The beauty of FOSS development is that you can create a branch and do your own stuff :) If you think you could do something like that, I really don't see why not - I mean, I guess the web guys will be more free once the website is launched :P

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