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Gen.Kenobi

WFG Retired
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Posts posted by Gen.Kenobi

  1. 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.

    Function call failed: return value was -100010 (Logic error in code)

    Location: wsdl.cpp:252 (wnd_CreateWindow)

    Call stack:

    (error while dumping stack: No stack frames found)

    errno = 13 (Insufficient access rights to open file)

    OS error = 1410 (This class already exists.)

  2. Nice rocks!

    I would suggest smoothing the faces and then use "edge split" modifier and play with the split angle. This way big angles will have a hard-surface look and small angles will be smooth. It will help to the organic feel.

    Yeah! Interesting suggestion! Haven't thought about that. :P Since they need re-scaling, I'll work on that as well :)

  3. 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.

  4. 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?

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