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Pureon
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Posts posted by Pureon
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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/
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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?
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Do you want to work on some others? If yes, Mythos requested this a few months ago:
...Some custom and cool looking rock formations for the Desert biome, specifically for the Neareastern Badlands map. Examples:
And then let's experiment with "mountain tops" to make some cool and realistic looking pseudo-mountain ranges in the game.
So maybe some pointy rocks?
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Badmadblacksad does it work from within 0 A.D., via the main menu, or is it an independent file/program?
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It seems you used something else for the health stat bars in the panel. The ones I made are used by the units, as you can see in the picture
Is it possible to add a cap at each end? So that the borders are defined nicely?
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.
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Never mind, I think I found them in a different file.
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.
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Check out http://trac.wildfiregames.com/wiki/GettingStartedProgrammers if you haven't done so already.
What programming languages are you familiar with?
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Did you guys know that there was an actor made years ago for testing? Check this out if you have time:
Yep I saw that when I first started working on animations for 0 A.D.
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The correct answer is 25 minutes.
lol, now you're just showing off! Amazing.
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What are the dimensions of the ambient occlusion textures you're using in those screenshots?
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José, please check your forum messenger
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Hi kao_chen, I've sent you a message regarding your application
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True, if you try to rig the models with skeletons and animate them manually (in that case the vertex transforms are done on the CPU, and that has a severe performance penalty). What I'm suggesting is to send some generic parameters to the GPU (time and wind direction/intensity) and let it do what it does best.
Interesting. Am I right in thinking something like that would take a long time to implement in order to test performance impact?
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And finally on the speed issue, I disagree with you. It seems more logical for a group of soldiers to move faster in formation because they are basically marching.
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
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Unfortunately animating most of the existing tree models would substantially increase lag, negating the added realism of animated trees.
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One thing that I've just noticed is that the mini-map section doesn't have the stone background, can you have a look at that Pureon?
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.
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Looking good! I really like the landscape, hope the AI doesn't get too lost in it
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Yep, I've sent Dominik my Mauryan models so he's going to take a look at those
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Thanks a lot! Sent you an email.
Got it and replied
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Provide me with a transparent shadow that I can overlay.
[edit]
Looking at the bevels, looks like one might be enough. I don't think the stretching would be noticeable since there's no "scratches" or other details to mess up.
I'll get these done for you when I get home tonight
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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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That's fine, lets try it with the ingame fonts for now
Trying to get BlenderNation to feature 0 A.D.
in Art Development
Posted
Sounds good. I've responded with a question in the relevant topic![:)](http://www.wildfiregames.com/forum/uploads//emoticons/default_smile.png)