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Pureon

WFG Retired
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Posts posted by Pureon

  1. 5000 poly limit for wonders if I'm not mistaken

    Looking at the poly counts in Atlas Editor (shadows off), the ideal number of Atlas polys for a wonder model is around 20,000.

    The hanging gardens are showing as having nearly 100,000 polys, but many people experience noticeable lag when it's in-game, so best not to use too many. The lag is mostly due to the water and vegetation (transparent textures), standard polys aren't so much of an issue.

  2. Looks like i'm going to be at work until 11pm - so maybe i'll catch you tomorrow instead. Hope thats ok

    Edit:

    Some useful info I found:

    Audio files guide

    I'm going to link to the online public svn for this guide because I can link directly to its folders and files. The same folder structure will also exist in an installed version of OAD. I'm going to use the building construction hammering sounds as an example.

    Audio OGG file location and SoundGroup xml files

    All publicly released sound files (OGG format) are found inside the 'audio' folder in this directory:

    http://svn.wildfireg...s/public/audio/

    The building construction sounds are found in 'resource/construction/':

    http://svn.wildfireg...e/construction/

    In the construction folder we have a number of old OGG sound files, however I believe only the 'con_wood' files are being used (we only have 1 type of construction animation). You will find many sound files are not called by 0AD because they were never implemented or simply aren't required, in the future these could probably be removed.

    To see which of the 'con_wood' OGG files are being used, open the 'con_wood.xml' SoundGroup file located here:

    http://svn.wildfireg...on/con_wood.xml

    This is where you can set which of the OGG files in the 'construction' folder are being used and how they sound in 0AD. For further information on each of the parameters, see here.

    At the end of the 'con_wood.xml' file you will see the <sound> elements calling the different ogg files. The <Replacement> element a few lines above will call that sound file when the number of individuals exceeds a set limit, however that functionality hasn't been implemented yet so just make sure one of the existing (new or old) ogg files is listed there for consistency.

    To add new construction sounds, you'd place an ogg files in the 'construction' folder beside the others, and add a new <Sound> element line before the </SoundGroup> tag to call the new ogg file.

    Simulation template

    You can see that the female citizen uses the 'con_wood.xml' file by looking in it's simulation template (the SoundGroup parameter is usually found at the end of a simulation template):

    http://svn.wildfireg...ale_citizen.xml

    In that file you will see all the SoundGroup xml files used by the female citizen for a variety of functions.

      <Sound>
    <SoundGroups>
    <select>voice/hellenes/civ/civ_female_select.xml</select>
    <order_walk>voice/hellenes/civ/civ_female_select.xml</order_walk>
    <order_attack>voice/hellenes/civ/civ_female_select.xml</order_attack>
    <order_gather>voice/hellenes/civ/civ_female_select.xml</order_gather>
    <order_repair>voice/hellenes/civ/civ_female_select.xml</order_repair>
    <attack>attack/weapon/sword.xml</attack>
    <build>resource/construction/con_wood.xml</build>
    <gather_fruit>resource/foraging/forage_leaves.xml</gather_fruit>
    <gather_grain>resource/farming/farm.xml</gather_grain>
    <gather_tree>resource/lumbering/lumbering.xml</gather_tree>
    <gather_rock>resource/mining/pickaxe.xml</gather_rock>
    <gather_ore>resource/mining/mining.xml</gather_ore>
    </SoundGroups>
    </Sound>

    All other units that construct buildings in 0AD should also have the same <build> element in their simulation xml file.

    Unit actor xml and the event attribute

    In order for the sound to function, and play at the exact time the construction unit's hammer hits the building foundations, we need to make sure there is an 'event' attribute in the 'animation' element. Example:


    <animation event="0.6" file="female/f_build_01.dae" name="Build" speed="40"/>

    In the above example, the event will happen at 60% through the unit's hammering construction animation (0.6)

    0.0 = start

    0.5 = middle

    1.0 = end

    The entire actor file for a unit looks like this:

    http://svn.wildfireg...ale_citizen.xml

    [more info needed here]

  3. Hi Tim, welcome to the forums and thanks for your application.

    Would you be able to join our IRC channel tomorrow so that we can chat further in real-time? We use IRC for meetings and general discussion so hopefully a few team members will be around to say hi. If that sounds doable, would you be free sometime between 4pm and 8pm Orlando (EDT) time tomorrow? Our development IRC channel is #0ad-dev on QuakeNet. I'll try to finish work on time and get home for 4pm EDT.

    We don't really have an active sound team at the moment, so the new Sound Lead would be in charge of deciding what needs doing (with our help) and who can do it - We've worked with many talented sound specialists in the past, so there's a possibility they would be able to work on new material if needed.

    Have you had time to play some 0 A.D. games?

  4. Thanks for working on auras Sander, they're an important addition that'll help make this game unique and interesting to play (y)

    An infinite range aura will probably be needed at some stage, so it'll be good if you could add that.

    • Like 1
  5. Pureon, I may have some time this week (although not too much on Saturday). Let me know what you want to do.

    Nice one. What was the outcome of the scripting discussions - is the entire interface going to be redone, or are we just going to update the graphics and leave the current scripting?

    You don't happen to have Photoshop or Photoshop Elements do you? Gimp can open the layered PSD file, but it won't support some of the Photoshop features I'm using.

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