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Pureon

WFG Retired
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Everything posted by Pureon

  1. Perhaps we can ask one of the Max modelers to export the animated pine tree model from Max as an OBJ, DXF or 3DS file? I've been looking at the node structure of the animated pine tree because it's a simple 3 node animation which should be easy for us to replicate within Blender.
  2. The exporter didn't work on the earlier 2.5 beta versions, but either the latest 2.5 beta or the stable 2.49 work perfectly well for static models. If you want to try it again, just let me know what error messages you get in Atlas and we'll work from there
  3. Juicyfruit is listed as being on the official Blender 2.5 Collada exporter team, so he might know already. I'm currently working with EmjeR to supply Juicyfruit with a 0AD compatible Blender animation. The future looks good guys Edit: By the way, have either of you successfully exported an animation from Blender that worked in 0AD?
  4. Siege weaponry on ships, if modeled correctly, won't effect performance too much. The problem with having 0AD infantry units on deck is they are built of different models, use different textures, and have more complex geometry. If you know of any siege weapons the Celts might have used, and have some images, do let me know
  5. Thanks Shield Bearer I'd definitely like to join the team, it would certainly make updating the svn files easier, but I'm also conscious that my job makes me very unreliable, so i don't want to promise the team anything I can't deliver.
  6. I'll get back to you in the next few days/hours - I'll look into animations a bit more and make sure the setup is correct before I send it to you. There's not much info regarding animation setup, one topic I found useful was this one: http://www.wildfiregames.com/forum/index.p...topic=12961&hl= While I'm doing that could one of the admins activate Juicyfruit's PM?
  7. Thanks guys, much appreciated! I also added a fisherman (and fish) to the Hele fishing boat: When Blender animations become compatible with 0AD I'll make the guy row too.
  8. I've updated the Celtic ships to reflect user feedback, from here and also indieDB. All the updated ships have a poly count similar to a cavalry unit (or less), so lots of epic sea battles without lag One of the updates includes more randomisation, so the chances of having 2 identical Celtic ships side-by-side have been reduced. My next goal is to introduce 'animated' sails using the technique Ykkrosh mentioned in his post above, although I haven't got it to work without errors yet. All the sails you see above show the 'idle' state.
  9. Wow that's really cool EmjeR! The soldier statues and doric columns are especially nicely done. Would the roof really have been bright red, or is that a temporary colour? You have more Blender skills than I do, maybe I'll learn a trick or two from you in the future
  10. Lol, I didn't think you'd see it! Thanks for replying mate, good luck with your exams I hope the COLLADA Import/Export Team hasn't given up so soon.
  11. It was filmed using the internal Blender renderer, so everything you see is 'Blender' BTW Juicyfruit - I see you viewing the forums a lot - how's that Blender 2.5 Collada exporter going?
  12. Using VC++ to run the new build gives me the same error as Kimball received.
  13. Running via pyrogenesis_dbg.exe?
  14. It's working fine for me too, running Windows XP. The AI resigned after 9 seconds, but kindly said 'Good morning' before making excuses for it's cowardice
  15. I'm with Kimball on this one, at least at this stage in development. In any case, adding a damage effect, whether it's texture dirt or physical fires, should supersede ageing graphics.
  16. Nice find, especially interesting when viewed fullscreen in HD. feneur do you use Blender?
  17. I do the same, if I get board of making models for 0AD I create eyecandy screenshots like I did for this mod, or model big fortresses for future scenarios, or write Blender guides, or design maps etc. Enjoy!
  18. Wasn't that done using triggers in A0E2's scenario editor, not changing the AI. I'm not sure many games allow for the AI to be changed mid-game, and I don't think it's necessary for 0AD if it'll increase development time. I do like your idea for testing defences, I like to turtle too sometimes However we could create an impenetrable wall in the middle of the map that gets destroyed once a trigger is triggered - therefore letting the entire AI army attack your fortress. I can't wait!
  19. I agree with keeping as many functions as possible in the AI script, and not hidden within the engine. I can't really offer any productive information, I'm not an experienced developer, but I agree with JavaScript and can't wait for a basic AI to be implemented. How do the existing defensive AI functions work?
  20. I think we'll just leave your topic here, but from now on if you have any Blender 0AD questions feel free to ask in the main Blender topic, which I think will be this - http://www.wildfiregames.com/forum/index.php?showtopic=14025
  21. Done, it's on the wiki. I had no idea general users could edit the Design Document. I'll let you guys decide if that's too much information to go on it. Edit: Glad it worked for you kkaallllee, would have been embarrassing for me had it not
  22. I'm happy to manage the forum topic if you're happy to have it. Where on the trac should this info go? I'll update it with more info when I'm bored at work again
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