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Gen.Kenobi

WFG Retired
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Everything posted by Gen.Kenobi

  1. Found a solution. The way to make the game read my rock is to place the Roman CC first on Atlas. Them load it up. The textures are messed up in the rock for some reason. Maybe it was my mapping or maybe it was the poor texture that I used. But still. It's weird.
  2. Now I can't open my Rock in Atlas. Even with the old texture. Something weird just happened.
  3. While updating the normal map for the scandiv_rocks, the game crashed. However the texture that was already there worked nicely - the texture was bad, that's why i firedup Gimp to update it. And as soon as I saved, the game crashed.
  4. This new build includes the AO_Parallax_Normal_Spec stuff? Because I really can't see it. At least not in Atlas...
  5. Oh yeah. My bad. I accidentally exported with Blender's cameras and lights. this one contains only the mesh and the rig. So I suppose you wont have problems. As Enrique I would also like to know how I can get my own animations for simple visualization ingame. Just for the sake of tests and fun. Maybe writing on the wiki a small tutorial would help a lot dude_fun_80frames_anim_test.zip
  6. Hmm... Didn't know that... Making foundations for rocks could be weird... - Assuming that foundations are simple boxes under each model, right? I can already see some texturing issues...Specially for map makers... Hmm... I'm gonna have to look into that.
  7. Commited the weird Scandinav Formation. (with normal and spec included... too bad they are barely noticeable... )
  8. Yeah. I don't use the ActorEditor very much. It's basically just Notepad++... If you could add that, it would be awesome
  9. Can I mess with each texture's intensity from the actor? Or would I need to create a new material just to tweak the settings? As for Ao baking, I would need to re-map the model to get the AO right. I saw something about using two UV maps on the same model...
  10. I meant some prop-brushes, but if you're going to re-work the textures itself, then it's also awesome. The Greeks are too "white". The City-center is too bland and also is the temple. They need more life.
  11. Awesome! So soon I'll be able to try and test the bump mapping on the rocks!
  12. If you provide references, I'll see what I can do.
  13. Don't worry, buddy No problem at all. Looks like that I work faster under pressure. hehehehe @Enrique: Don't you feel that the greek structures in general needs some color? What about we add some bushes like you did for the roman-set?
  14. Updated Greek Fortress now fixed and commited under the name of fortress_up. It'll need some codding tweaks to make it available to be built ingame. That's not something I can do right now. But it's visible on Atlas
  15. I have to agree here... May look nice as a temporary solution. Not as a permanent one.
  16. Yeah! Interesting suggestion! Haven't thought about that. Since they need re-scaling, I'll work on that as well
  17. Question: Is this already documented on Trac? Just wondering... hehehe
  18. But can I do something like this: With a spear, obviously? Without the need to rig the spear itself?
  19. Two things: 1) animated prop points are a possibility? 2) Animating the "walking around the siege engine" shouldn't be that hard. Only getting it ingame that could be - have no idea how. Anyways, I'll start to make a list of things to animate - just saw that the fisherman doesn't "row" with the rows, and also doesn't trows a net. (If I animate a prop would it need have a skeleton?. I mean, the net object, could It just simply be relative to the model? [old-school]? Given that this lastest skeleton is already implemented, I'll give more attention and priority into animation.
  20. One thing that just occurred to me... Are the current siege-weapons in scale? I mean... They don't look very semi-realistic the way they were supposed to be... I can't see two or three animated guys pushing and using them around... Maybe it's just me, or will we re-scale the guys, just like the awful AOEIII did?
  21. Wraitii is the guy on call with AI development last time I checked. But yeah, AI discussion is really interesting and it currently needs lots of improvement, at least on 0ad - that's what Wraitii is doing
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