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Pureon

WFG Retired
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Posts posted by Pureon

  1. 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 :)

  2. The ressource shuttling is nice, but that also means that the team abandoned the game concept of gathering auras - or if not so, please correct me.

    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 :)

  3. 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 :P

    0ADsunkmyship.jpg

    Alpha 3 sunk my ship! I would have spent more time on the hull textures had I known :)

    What does everyone else think?

  4. 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!

    It is pretty simple to model Cerberus: just get one of those celt_cavalry_spearman_e and add him two more heads :)

    post-9635-1290932285.png

    fcxSanya that's Brilliant! :P

  5. Ah ok, makes sense now. lol

    I say this time we feature some of the other factions, preferably some that have until this point only appeared in screenshots (i.e. no Greeks, no Celts).

    Is the aim not to attract people that haven't heard of 0AD yet, and therefore haven't seen the Celts or Greeks?

  6. Hey Kimball, what 'demonstrate a little bug' video are you refering to?

    Pureon, did you use a camera track for some of those clips or are you just really smooth with a mouse? Did we use a camera track of some sort for the first trailer?

    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.

  7. 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.

  8. 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:

    Are the boats intended to lack rowing benches? There don't seem to be any.

    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 :)

    Though the sails are great right now, the older sails were closer to that description. It would be a shame to lose those great emblems, 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.

  9. 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.

    0ADCeltShips06.jpg

    0ADCeltShips07.jpg

    0ADCeltShips08.jpg

    0ADCeltShips10.jpg

    0ADCeltShips09.jpg

    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.

  10. You can use Dummy Helpers as prop points. They need to be called "prop-something", because when the engine parses the Collada file it looks for nodes named "prop-" They need to be attached or linked to the mesh and all of them exported together.

    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 :)

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