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Pureon

WFG Retired
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Everything posted by Pureon

  1. Ykkrosh, no offense, but your ninja skills are needed elsewhere
  2. Tell your friends to vote too! There's no signup required, just press the vote button
  3. Great, thanks Kinetik! Does anyone have a really good computer? Camstudio is free and it captures good quality videos, but you need a good computer to capture video at HD sizes - 1,280×720 pixels (720p) - My computer can't do it.
  4. I think Jeru meant screenshot setups, like those in the Gallery. They could be recorded. We can definately film more of the existing maps within 0AD!
  5. Regarding this, I was wondering if you guys have any of the old screenshot scenes saved? I've only filmed a few clips of scenes that I've created over the last few months, but they only show a small percentage of 0AD! I can do more filming (now that I know how to), but I'd need some online file storage help. My computer also gets choppy while capturing 0AD, as can be seen in the clips Jeru posted above, so maybe I'm not the best person to create the videos?
  6. I'm happy using the Trac - as long as the increased usage doesn't interfere with programming? We don't want 2 people working on the same unit/texture without knowing. I'm working on a few units for 0AD, but there is no way for the community to know until they are released.
  7. I'll leave it up to Mythos_Ruler to decide which of the Atlas functions to prioritize, he uses Atlas more than I do. We could close some of the older tickets in favor of a new basic functions ticket.
  8. Sounds good! Add these to the ticket: selection box, shift-click to select multiple objects, copy & paste object(s). Imagine how much quicker it'll be to map
  9. Thanks for working on the Atlas editor historic_bruno! Is it now possible to select more than one object?
  10. Ah ok, so from within Blender the bone needs to be parented to the main mesh. I'll test it out when I get home from work tonight. Edit: Still haven't managed to get it to work, think I'll give up on trying until the weekend. Edit2: Had a look at this Maya exported DAE XML below with the line'<skeleton>#neck</skeleton' which my Blender Beta doesn't appear to export. Using this skeleton structure also didn't produce any noteworthy results, just a few different errors i hadn't seen before. Edit. This was another option, with a different skeleton structure: http://blog.burlock.org/gaming/193-exporti...via-collada-dae Creating an armature at (0,0,0), add another bone, parent the bone to the root bone, create a mesh at (0,0,0), parent mesh to the armature. - Didn't work This guide provides some useful info about the node element... Will keep trying. I've never had this many problems getting a bone into an engine
  11. You must remember to make backups Mythos! I just emailed you my 'bog' map. Feel free to use that as a starter
  12. I've been trying to manually add bones, or attach points, to my Blender 2.5 beta Collada models that are then understood by Pyrogenesis. The bones created from within Blender weren't working, which is why I'm now trying it manually. When Pyrogenesis converts my DAE to PMD format the only attach point that survives is currently the model's root, at 0 0 0. With the DAE files in the Alpha release, they all use this root as the attach point: <group> <variant name="Celtic Great Hall"> <mesh>structural/celt_civic3.dae</mesh> <props> <prop actor="props/structures/celts/civic3_props_arch.xml" attachpoint="root"/> <prop actor="props/structures/celts/civic3_props_1.xml" attachpoint="root"/> <prop actor="props/structures/celts/civic3_props_new.xml" attachpoint="root"/> <prop actor="props/structures/decals/gravel_5x5.xml" attachpoint="root"/> </props> <texture>structural/celt_struct_1.dds</texture> </variant> </group> With the older PMD model files, some contain many bones/attach points: <group> <variant frequency="1" name="base"> <animations> <animation file="mechanical/ship_idle.psa" name="idle" speed="100"/> <animation file="mechanical/ship_move.psa" name="walk" speed="100"/> </animations> <mesh>structural/hele_bir.pmd</mesh> <props> <prop actor="props/structures/hellenes/hele_bir1.xml" attachpoint="props_main"/> <prop actor="props/structures/hellenes/hele_bir2.xml" attachpoint="mast"/> <prop actor="props/structures/hellenes/hele_bir3.xml" attachpoint="oars"/> <prop actor="units/hellenes/themistocles.xml" attachpoint="01"/> <prop actor="units/hellenes/super_unit_2.xml" attachpoint="03"/> <prop actor="units/hellenes/infantry_archer_e.xml" attachpoint="04"/> <prop actor="units/hellenes/infantry_archer_e.xml" attachpoint="06"/> <prop actor="units/hellenes/super_unit_1.xml" attachpoint="10"/> <prop actor="units/hellenes/super_unit_2.xml" attachpoint="08"/> </props> <texture>structural/hele_bireme.dds</texture> </variant> </group> The Design Document says this about Collada prop points: Prop points should be defined by creating an object (e.g. a Dummy helper in 3ds Max) named prop-whatever, where the whatever is the name of the prop point. The file data/tools/atlas/lists.xml lists the standard prop attachment points. That object should then be attached to a bone. As I'm unable to manually view the PMD file's structure, I've been looking closer at the Collada xml, trying to follow the Design document's instructions. Below is one of my many attempts at manually adding a Collada bone called 'props_main': <visual_scene id="Scene" name="Scene"> <node id="props_main" type="NODE"> <translate sid="location">0.002287626 4.07519e-4 4.418324</translate> <rotate sid="rotationZ">0 0 1 0</rotate> <rotate sid="rotationY">0 1 0 0</rotate> <rotate sid="rotationX">1 0 0 0</rotate> <scale sid="scale">1 1 1</scale> <node id="props_main" name="props_main" sid="props_main" type="JOINT"> <translate sid="location">0.002287388 4.07996e-4 4.418324</translate> <rotate sid="rotationZ">0 0 1 0</rotate> <rotate sid="rotationY">0 1 0 0</rotate> <rotate sid="rotationX">1 0 0 89.99999</rotate> <scale sid="scale">1 1 1</scale> </node> </node> <node id="Cube" type="NODE"> <translate sid="location">0 0 0</translate> <rotate sid="rotationZ">0 0 1 0</rotate> <rotate sid="rotationY">0 1 0 0</rotate> <rotate sid="rotationX">1 0 0 0</rotate> <scale sid="scale">1 1 1</scale> <instance_geometry url="#Cube-mesh"> <bind_material> <technique_common> <instance_material symbol="Material" target="#Material"> <bind_vertex_input semantic="UVTex" input_semantic="TEXCOORD" input_set="0"/> </instance_material> </technique_common> </bind_material> </instance_geometry> </node> </visual_scene> In the above code there are 2 nodes (objects), the 'prop_main' object that only contains a bone, and the 'Cube' node that holds the mesh. The sub-node of type JOINT should be the bone, but despite hours of testing, Pyrogenesis still hasn't recognized any of the bones in my DAE file. I've tried many variations of this setup, including having the bone contain the object. Cutting the long story short, does Pyrogenesis transfer Collada bones when it converts the DAE files to PMD? Sorry if this has been answered previously - I wasn't able to find any more info.
  13. The angle and distance of those screenshots is deceptive - At game default angle and zoom the map looks detailed because of the details in the texture. I could add more flora to the map, and probably will, but that will also increase the system resources required to play on it. All the map has so far are some trees and a few bushes - here are a few screens of it at default settings: I haven't worked on it since I posted the last screenshots though...
  14. I see what you mean feneur A very talented (maybe a little bit crazy) artist! Mythos, did any of the posted tracks make it into your playlist? Would be interesting to find out... Paolo Nutini - New Shoes
  15. Without these guys, we'd be stuck drawing pretty pictures. Welcome!
  16. Thanks Mythos, must say it was one of your screenshots that inspired me to build it. Trading with the Enemy And for those of you that don't follow moddb, here are a few screenshots by Mythos showing the new Greek ship: I really like the lighting on these Mythos, you must tell me how you did it one day!
  17. My first try at map making: Depending on how the game evolves, water unit movement restrictions will probably stop it functioning. But it was worthwhile making it anyway
  18. On todays playlist: Paolo Nutini - Candy Amy Macdonald - This Is The Life Biffy Clyro - Bubbles Eliza Doolittle - Pack Up Melissa Horn - Jag kan inte skilja på
  19. That's an improvement, but what do you guys think, is there too much colour on it now? Also should this screen not follow the darker colours of Alpha 2's in-game UI?
  20. I agree with Shield Bearer, the screenshots weren't very nice The 2D artwork is amazing guys, may I ask who is working on it?
  21. The French are striking mainly because Sarkozy has raised the retirement age from 60 to 62 - the UK government has just agreed that our state pension age will rise to 66 - leading to very few protests over here. To be honest, I think the majority of the British public don't feel like Britain belongs to them anymore, so don't necessarily think striking will have any effect. I live near London in the UK, and if I were to move it would most likely be to New York. I could find a job there similar to the one I currently have, and my girlfriend has always wanted to move there, so that would make my life easier. I know many people in New York, and it also feels very close to little old London. Not much greenery though, and London has lots of it - always a park or square to escape to if you're tired of concrete. I've always wanted to move to a country with traditions and culture very different to that in the UK. I think India and China are both beautiful countries, with very strong traditions. Australia or New Zealand would be my next options, again I have friends in both countries, but the distance from my family would be difficult to cope with. Beautiful landscapes and climates. I could live happily in either.
  22. Nice work fcxSanya, this is another missing piece of the puzzle
  23. I understand your point Aldandil. Perhaps if a building's health has decreased below 30% the health can start to decrease slowly by itself, therefore simulating the effect of the fire. Would Pyrogenesis be able to darken the textures 10-20% as the buildings health decreases? That could be an easy, less system intensive, way of simulating health. Anyway, I'm sure you guys have already discussed this a million times over...
  24. It looks like buggy123 is now working on the acacia tree, so don't worry about my comment jesus. The way these guys have built canopies is by using multiple layers of flat polygons that as a whole make the canopy. It relies on the texture's alpha channel to create individual leaves.
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