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Pureon

WFG Retired
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Everything posted by Pureon

  1. Thanks feneur, I wasn’t expecting this to be made into a sticky Maybe we can create a topic on the forums for Blender users to ask general questions? Otherwise all the really useful Blender information gets spread around the forums making it difficult to locate.
  2. Edit: Sounds good, but I can't edit the trac wiki can I?
  3. Hi kkaallllee, Blender has changed substantially for the unstable 2.5x versions, this required a new Collada importer/exporter which is currently unfinished. Blender often struggles to open even the official example models from collada.org, so it's not a 0AD specific issue. If you'd like to open a static 0AD collada model in Blender 2.5x do the following: 1) Open the DAE file in Notepad 2) Find the line <diffuse> 3) Delete the entire <diffuse> element. It will look something like this: <diffuse> <texture texture="Map__123-image" texcoord="CHANNEL0"> <extra> <technique profile="MAYA"> <wrapU sid="wrapU0">TRUE</wrapU> <wrapV sid="wrapV0">TRUE</wrapV> <blend_mode>ADD</blend_mode> </technique> </extra> </texture> </diffuse> (Delete everything from <diffuse> to </diffuse>) 4) Save the file (don't change the DAE format) 5) In Blender 2.5x import the DAE file you've just saved using the importer - File > Import > COLLADA (.dae) I created a topic with this and other info: http://www.wildfiregames.com/forum/index.php?showtopic=14025 Hope this helps
  4. Please view the Blender wiki page for the most up-to-date information on using Blender for 0 A.D. [old information removed]
  5. Lots of us here would benefit from a fully-functioning Collada importer/exporter for Blender 2.5 - I find the 2.5 exporter works fine for non-animated models in 0AD, that's what I use. Juicyfruit is your group on Blenderartists or elsewhere?
  6. On the 'Match Setup' window you'll see the 'Map Filter' dropdown, select 'Demo Maps' to see all the demo maps
  7. Both methods have positives and negatives, I can't really choose between them. I'm happy with resource shuttling, unless gathering auras are added later and prove more entertaining. I would play against you in a multiplayer match, but like the vast majority of RTS gamers I only play singleplayer
  8. I had no idea Alpha 3 was so close to release, I must say for such a short period the new updates and features are impressive. The game menus are excellent, both the starting screens and the summary screen look great and provide the user with interesting information. Huge improvement from Alpha1! The new maps show a clear progression from the first Alpha, they are very appealing visually and strategically. The inclusion of circular maps is very welcome, not many games offer different shaped maps - It’ll be interesting to see how much flexibility we’ll get with map shapes in the future. It’s a shame the AI isn’t functioning yet because I’d really like to test the maps out properly, not just marvel at the eyecandy! The new ships, of which there are more in this release than old ones, are very impressive too. No I’m not talking about the ships I created, but the ships from the Roman and Persian factions that have been released with this Alpha. They show a glimpse of the quality we can expect from the other factions - find these new ships dotted around some of the new maps. Adding resource shuttling has answered the question ‘where do all the materials go?’, and reminds me of the good old Age of Empires system. Shuttling has added an extra level of depth to the game - now resource buildings are required near to resources or units end up walking long distances back to base. Plus you can now garrison units inside outposts and fortresses which shoot at the enemy! Amazing Alpha 3 sunk my ship! I would have spent more time on the hull textures had I known What does everyone else think?
  9. I like your detailed answer Kimball, it’s got me thinking about King-of-the-Hill style scenarios
  10. I would add it to my model to-do-list, but living creatures require a Collada skeleton which I've wasted far too many weeks trying to create. Maybe someone else would like to model it? Apply here! fcxSanya that's Brilliant!
  11. Didn't you recommend Camulos, Celtic god of war? I'd go with that!
  12. This is a community project, so various people are working on music and everyone is welcome to contribute. You can hear some of the tracks here: http://www.wildfiregames.com/0ad/page.php?p=1495
  13. I suspect it will be one of those two, although I don't know any more than you do.
  14. True. I've only worked with the Greeks and Celts in the public alpha, so I have no idea how complete the other factions are.
  15. Ah ok, makes sense now. lol Is the aim not to attract people that haven't heard of 0AD yet, and therefore haven't seen the Celts or Greeks?
  16. Hey Kimball, what 'demonstrate a little bug' video are you refering to? I slowed the camera speed down in the 0AD config file, so yeah I cheated I heard the first trailer was using the camera track system, which is why I assumed it was still working. Doesn't matter, it's not important enough to waste time fixing it now.
  17. Very smooth for that resolution, what program did you use to screen capture? I think the cinematic system in Atlas can be used to create a clip like the one created 3 years ago. Someone with good Atlas/0AD knowledge could build the stage (map), setup the cinematics, and then send the map to you to screen capture. I think that would work, although I haven't used the cinematic controls yet so I have no idea if they actually work or if they are saved with the map. I listened to your audio tracks yesterday, and I'm a little conscious about the electro sounds. For me it's just a little too futuristic, I like the beginning bits, reminiscent of the era.
  18. Arthur what do you think about the quality of the video clips that Jeru posted in the first post?
  19. Is it easy to switch between sail models depending on whether the ship is idle or not? That could be a temporary alternative to animating all sails.
  20. For now I'd be happy to have projectiles appear from the body of the ship like in most RTSs, animations can be added after balance and functions are in place. Going briefly back to the points raised by Aldandil and SMST: I believe since the Celt vessels were much bulkier and broader than the slimmer Greek/Roman warships, they could depend on their wider sail for propulsion rather than on oars. The small rowing boat has a bench though I'd like to keep civ colour on the sails, so the strips are staying on the sides but I'll shrink the thickness. I can make a new sail texture look like it's made of leather pieces, although I'm not going to make it as obvious as it was on the previous Celt models.
  21. I'll center the sail symbols tomorrow. Just like on the Greek ships, the sails will be chosen randomly from ship to ship, as will the side shields. Since oshron mentioned it above, what do you all think about having units on ship decks? I see positives for both approaches. My biggest concern with having units on deck is the performance hit users might experience during sea battles.
  22. Easily done. What does everyone else think?
  23. Dummy Helpers don't exist in Blender (AFAIK), but even if they did, the new Collada exporter doesn't appear to export the armature correctly. That's why I've been trying to add the bones manually into the Collada XML. Do you know of any DAE example currently within 0AD's Alpha that includes a skeleton? That'll answer all my questions
  24. Yes oshron, these are ships for the Celt faction. I agree with the comments above, the sails are too prominent when they catch direct sunlight, like in the third screenshot. I'll reduce the player colour side strips and darken the white areas. Disappointingly I can't add units onto the ship's decks. I've been unable (link) to produce a pyrogenesis compatible collada skeleton for my Blender models
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