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Pureon
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Posts posted by Pureon
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i read that blender is often used, i just got experience with 3ds max
Either is fine. But yes we are transitioning towards Blender since not many people have access to 3ds Max
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Special buildings/objects like these are mostly one-offs that don't necessarily need to be consistent with other civs, so can be worked on by individuals (or groups) from the community. I think we should mention that in the first post here.
If someone wants to focus on a specific model, they can create a topic dedicated to that building/object. Thinking about it some more, I think we should create a new topic to explain how this will work, reading the above posts will be confusing.
Some other items that could be worked on:
Banyan Trees
http://en.wikipedia.org/wiki/Banyan
Luxor Colossus
http://en.wikipedia....ng_Colossus.jpg
Sphinx of Memphis
http://en.wikipedia....hinx_of_Memphis
Delphi Sphinx
http://en.wikipedia....8MAD_Sphinx.jpg
Osirian statue
http://en.wikipedia....STBANK-0153.JPG
Temple of Venus, Heliopolis
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edit: solved.. my brother hosted and it worked
Glad it worked for you
And welcome to the forums guys!
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Looks great! Apart from testing, what else is left to do?
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Nicely done wraitii
Limiting the random maps to certain sizes doesn't sound too bad, although where possible all size options should be available.
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I committed the elephant stables for testing, and shifted unit production around accordingly. Hero templates still need to be added and their production assigned to the fortress.
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For a side note about the elephants as a drop site, they should have a limited resource capacity. Afterwards, they would shuttle it to a fixed one. The advantage could be in the fact that they are faster than the average citizen soldier when they shuttle. Once they drop it off, they would return to the position for a drop site.
As zoot says, this is a step too far and adds unnecessary complexity.
Econ ele should probably be trained from both the Civ Centre and wherever all the other elephants will be trained.
I totally agree
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The exporter for Blender 2.6x is working fine, at least well enough for our purposes, that's how all the recent ship rowing and animal animations for 0 A.D. have been made
It's the importer that's broken, not an issue if you start with the model in Blender.
Ben's correct, Zaggy's skeletal animations appear to be exporting fine from Blender. No issues with my stuff either.
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Were the 'r_hand' and 'shield' bones selected when exporting?
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The actor in actors/campaigns/structures/hellenes/settlement_houses.xml is having some issues with the tangent generation. I get this error when loading the model (which comes out looking wrong):
It's one of the town/city models we created to illustrate what campaign maps could look like. You're receiving the error because the model was created by merging many other building models together into one DAE file - creating an excessively detailed model. When/if we create campaign maps, the models will be a lot less detailed.
One of the programmers will be able to explain why high-poly models cause that error.
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I'm not sure if the support elephant should be exclusively trainable in the elephant stables. The elephant stables will need to be build by all Mauryan players anyway because elephants are the only siege units, so having support elephants in the Civ Centre for use early game may be possible.
Amish have you progressed any further with your concept drawings for the buildings?
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You need the mill and farmstead for researching resource gathering techs, and also they are much cheaper for early-game economy. The support elephant costs a lot of food (it eats a lot
), but does allow resource collection from anywhere on the map, so is a very powerful economic boost mid-late game. If you need metal, and the closest metal resource is on the other side of the map, you can just send the support elephant and some gatherers across the map.
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Making the portrait image lighter on mouse hover works for me
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If they're going to have an "elephant stables" building, then we can go ahead and move Heroes back to the Fortress.
So if we were to add elephant stables, should all the elephant units including the champion/heroes be built there? Also guys, we need a name for the dropsite support elephant - please provide suggestions
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Props will be added onto the elephant's back, so that will help a lot with recognition. You make a good point about AI, would be nice to see computer opponents using the elephants too.
Apart from having no-where to train them, I haven't found any bugs with the support elephant. (They also need a name.)
I made them trainable in the Civ Centre in changeset 12033. This may change when the Elephant Stables building is added.
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We need room for 8 players, and the map descriptions are mostly quite short.
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I really like the music cover art we have:
You can actually click on the image there and download a hi-res PNG file for printing (and it's very easy to edit the copy on that cover - the lines are both on a flat background colour
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Here are a good example, you dont let that ugly black background please
Huh?
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BTW, to Pureon/artists: I've looked at the demo, looks good!
Thanks wraitii
I committed the support elephant unit and added it to the Mauryan Demo map for playtesting (it works, but that's all I've tested
)
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If you're using the left side completely, it might even be worth to remove the "land map-naval map-demo map" box, and to list each of them on the left in categories, this way:
-- Land Maps --
Acropolis
Oasis
Whatever
-- Naval Maps --
Archipelago
Islands
Whatever
--Demo Maps--
…
I think it would be an easy-ish way to improve the interface.
I agree with this too, often the dropdown menus are ignored, so we should see how this works. We've moved our Naval maps into their own category to reduce their usage as AIs don't perform well on island maps. The plan moving forward is to have a smaller selection of 'recommended' maps visible initially, while the others are accessed using the map categories.
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Me too, I like wraitii's layout for that screen.
Although the map visual should probably be top-down as others have said - but that's just my preference, it looks fine either way
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It looks like the model is animated well in Blender, however I wonder if the scale of the unit is correct. The origin of the model is below the right arm, which could be a mistake. Sorry spotted this too late to test further today.
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Previewing a map in the game setup screen.
in Game Development & Technical Discussion
Posted
Here's what I'm thinking:
http://i173.photobucket.com/albums/w73/purepics/0AD/0ADRandomMap02.jpg