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Pureon

WFG Retired
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Posts posted by Pureon

  1. @Pureon or Enrique, if you say you're creating the new buildings to be compatible to the system, can you send me one (or commit it to the repo)? I'd like to make sure we're not talking next to each other (and have something better to test than that silly carthagian palm thing I used).

    We already have a few of these in-game. One example is the Persian stables building which has 3 horses propped at ground level each with their own prop points. See here. So props 'horsea', 'horseb', and 'horsec' would move up or down based on where the ground is.

    Does that work?

  2. I think that looks really good for your first Blender animation. The headbob is a little extreme - if it happened once every 10 steps or so it would be fine (it's quite common to see animals do that).

    Have you looked into how 0 A.D. works with animations? If you're interested, you could take a quick look through the source files and wiki documentation. The Basic 3D Implementation tutorial is a good place to start to get your head around the file structure.

    There's an animation tutorial here, but it's incomplete. You could however import an existing collada animation file that was created in Blender, such as this zebra walk animation. Blender's collada importer won't import the armature properly (some of the bone scaling may be wrong etc.) however you should at least be able to see the skeleton structure that was used. 0 A.D. uses skeleton definition files to allow different models to use the same animation - See the xml skeleton definition files here that define bone names and hierarchy. It might be quite confusing to understand at first, and i don't want to get into too much detail now, but I think it's worth noting.

  3. Sounds very promising. Enrique and I discussed this during saturday's art team meeting and we agreed this was very useful and we'd start creating buildings from now on that can work with this setup (where certain objects that sit on the ground level are propped to the main actor).

    I can't test it out, or comment much on whether the attribute names conflict with anything, but the interface you've described sounds ideal for what's needed (y)

  4. Thanks for letting us know. You're not the only one to say it's too difficult to defeat the Easy AI as a beginner, a number of gamers have also mentioned this. There are plans to create a 'Very Easy' (or sandbox) option for Aegis AI - however this is unlikely to be released with Alpha 14 because our lead AI developer is currently busy.

    You could watch a few of the multiplayer videos to see what strategies other gamers use. Here's one I'd recommend:

    There are many more on Youtube

  5. Looks really nice!

    Edit2: I sent him an email asking if he would consider dropping NC on those two photos.

    Most of the photographers I've contacted in the past have agreed to release their textures for use in 0 A.D., hopefully it's the same for this one. Providing a preview render of the model usually helps in these circumstances too :)

  6. Once it's smoothed, the blockyness won't be so visible, so there's no point doubling the polys just for the sake of increasing polys - use them wisely. If it were a static model adding an extra 2000 polys would have 0% impact on performance, but when it comes to animated models, we can afford to be more conservative with polys wherever possible.

    @Micket: Loving your models - hope you can animate them too at some point :)

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