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Pureon

WFG Retired
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Posts posted by Pureon

  1. I haven't, but then again, the static model I tried to export from Blender didn't work either, so my experience shouldn't be very telling of the degree of difficulty :)

    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 :D

  2. 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?

  3. 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 :)

  4. Thanks Shield Bearer :D

    Btw would you like to join the team, or would u prefer to work outside of it? Just curios :)

    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.

  5. I've updated the Celtic ships to reflect user feedback, from here and also indieDB.

    0ADCeltShipsUpdat01.jpg

    0ADCeltShipsUpdat02.jpg

    All the updated ships have a poly count similar to a cavalry unit (or less), so lots of epic sea battles without lag :)

    0ADCeltShipsUpdat03.jpg

    0ADCeltShipsUpdat04.jpg

    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.

  6. I hope AI can be changed during single player campaigns by scripts. When certain objectives are completed, the computer player(s) can change his strategies.

    Anyone remember the campaign in Age of Empires II where you have to assassinate the shah ( playing as the Mongols)? When he was killed the AI became less effective in fighting you etc.

    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!

  7. 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?

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