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Pureon

WFG Retired
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Everything posted by Pureon

  1. Sounds good. I've responded with a question in the relevant topic
  2. I can't remember if we tried exporting a 3DS Max animation as a BVH animation file and then importing that into Blender? If not, Jason could you export one of the unit animations into a BVH file using 3DS Max for us? Someone with Blender rigging experience could then try merging the unit mesh with the animation. See some info here: http://www.3dartisto...ender-tutorial/
  3. I'd like to hear what Zaggy1024 thinks regarding this, since he'd be crucial in working with any potential animators we get. I'm in agreement with Erik's thinking behind it. Some screenshots, maybe even a video showreel of some of our best blender work. We have animal animations, ships, lots of cool buildings, animated siege weapons, and even some unit gear, so there's a lot we can show. Artists, what say you?
  4. Do you want to work on some others? If yes, Mythos requested this a few months ago: So maybe some pointy rocks?
  5. Badmadblacksad does it work from within 0 A.D., via the main menu, or is it an independent file/program?
  6. The GUI is using bars from the final GUI design, which are different to those used for the unit health bars. They're supposed to have a 1 pixel black line around them, but that hasn't been added yet. Also I think the bars have been stretched a bit - the final design shows them to be 7 pixels in height with the 1 pixel stroke all around. The ones on the svn now are 8 pixels height.
  7. Yeah I sent them to you in a separate PSD file with the colours and shadows/lighting, so hopefully that's the file you found.
  8. Check out http://trac.wildfiregames.com/wiki/GettingStartedProgrammers if you haven't done so already. What programming languages are you familiar with?
  9. Yep I saw that when I first started working on animations for 0 A.D.
  10. lol, now you're just showing off! Amazing.
  11. What are the dimensions of the ambient occlusion textures you're using in those screenshots?
  12. José, please check your forum messenger
  13. Hi kao_chen, I've sent you a message regarding your application
  14. Interesting. Am I right in thinking something like that would take a long time to implement in order to test performance impact?
  15. I agree with Geek377 - I don't think anyone wants an army to take up to 3x longer to get to an enemy base (formations constantly turn to avoid obstacles) - we need to think about gameplay, not just realistic movement speeds
  16. Unfortunately animating most of the existing tree models would substantially increase lag, negating the added realism of animated trees.
  17. Very true. We're focusing on the central panel for now, so the minimap in the final mockup can be ignored. Eventually we should work out how to get non-rectangular buttons to work around the minimap, and then decide what exactly we want on there.
  18. Looking good! I really like the landscape, hope the AI doesn't get too lost in it
  19. Yep, I've sent Dominik my Mauryan models so he's going to take a look at those
  20. Hi Dominik, welcome to the forums and thanks for your application Initially I just want to say I think your work looks fantastic, so lets get things moving. I notice you didn't leave an email address in your application - could you therefore email me on pureon@wildfiregames.com where we can talk privately. We also need to work out how 0 A.D. copes with files from Maya - the majority of us use Blender now, but it should be fine. Would you be interested in working on the new Mauryan civ with us? See some early mockups here
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