tauhammerhead Posted September 4, 2004 Report Share Posted September 4, 2004 when importing models into the game will there be much configuration files or will it be easy? Quote Link to comment Share on other sites More sharing options...
Aeros Posted September 4, 2004 Report Share Posted September 4, 2004 There is an interface inwhich you specify all the necissary data for the unit. After making your model, texture, and (possibly) animation, I guess it'll take maybe 5-10 minutes to set it up in-game. Quote Link to comment Share on other sites More sharing options...
tauhammerhead Posted September 4, 2004 Report Share Posted September 4, 2004 will we have to encode the files or is it all unencrypted? Quote Link to comment Share on other sites More sharing options...
Centurion_13 Posted September 9, 2004 Report Share Posted September 9, 2004 I doubt it, besides if so it probably automaticallyy does it considering how user/mod friendly this game will be Quote Link to comment Share on other sites More sharing options...
Curufinwe Posted September 9, 2004 Report Share Posted September 9, 2004 (indeed, and one question ... do the units and buildings have to be in 1 object or is it possible that 1 building/unit is made of several different objects? Quote Link to comment Share on other sites More sharing options...
Aeros Posted September 9, 2004 Report Share Posted September 9, 2004 You mean like clicking on a building and being able to click the individual units on the building? No, that probably won't happen.Filage: We can't say yet however for a few things we use our own original formats, and some of our scripts are converted to binary so that the engine can load/use them faster.Any tools you need to decode files will be distributed with the game. Quote Link to comment Share on other sites More sharing options...
tauhammerhead Posted September 11, 2004 Report Share Posted September 11, 2004 This game will be awesome! Never met a game so mod-friendly! B-) BTW will weapons be incorporated into warriors mesh? or will they be seperate from them? In ofp you made the man seperate and then the weapon seperatly, then animated them together, will we be able to model it all together? Quote Link to comment Share on other sites More sharing options...
Curufinwe Posted September 11, 2004 Report Share Posted September 11, 2004 (No Cheezy, I was thinking about something totally different ...If I make a model with 3 boxes, will I need to merge them into 1 single object to be transfered into the game, or will it be possible for a building with 3 boxes to be added as such ...?Get me clear ? Quote Link to comment Share on other sites More sharing options...
Argalius Posted September 11, 2004 Report Share Posted September 11, 2004 Well it isn't that important, because you can attach them together in a few seconds.And another question, what is the maximum size for a texture? Quote Link to comment Share on other sites More sharing options...
Curufinwe Posted September 11, 2004 Report Share Posted September 11, 2004 (true ... I can attach ...anyway, I think for textures that the best would be to use the same texture for several buildings ... like roofs in a civ are ususally very similar, so taking the same texture for roof may be useful ... Quote Link to comment Share on other sites More sharing options...
Aeros Posted September 11, 2004 Report Share Posted September 11, 2004 @Curu: Oh you mean to attatch them as a prop for a building? Nah you can have as many prop points as you want. But the more you have the bigger the load will be in CPU and Ram.You can make 1 box, and then just make 3 prop points and attatch that box there and save yourself from having ot make 3 different boxes We re-use ALOT of material in the game through prop points, it's really great. Another cool thing is that all the art we use to decorate buildings (which are added on through props) will also be placable individually in the editor.I think for textures that the best would be to use the same texture for several buildings ... like roofsWould it surprise you to know that all the building art for a civilization is contained in 1 to 2 512x512 textures? Prop textures are included in 1-2 256x256 textures, that's where we have things like door and window textures, which are added on through props. Like I said, we re-use alot of material and are very efficient with the resources we have.@Argalius: Maximum texture size: It's so big that we don't know what the maximum size is yet. Most of are textures are between 32x32 and 512x512, it would be rare to see a 1024x1024 texture, though you can definatley have one. The biggest textures we've used were 2048x2048 to test some skyboxes, we've had no trouble with that. Quote Link to comment Share on other sites More sharing options...
tauhammerhead Posted September 11, 2004 Report Share Posted September 11, 2004 you could use the same texture for some walls aswell, like spainsh villas are tipically painted white, Quote Link to comment Share on other sites More sharing options...
Curufinwe Posted September 11, 2004 Report Share Posted September 11, 2004 (1 to 2 512x512 textures ... I am impressed ... but I guess I can do it too ... I will try Quote Link to comment Share on other sites More sharing options...
Argalius Posted September 12, 2004 Report Share Posted September 12, 2004 The biggest textures we've used were 2048x2048 to test some skyboxes, we've had no trouble with that. Ok great! Quote Link to comment Share on other sites More sharing options...
Centurion_13 Posted September 13, 2004 Report Share Posted September 13, 2004 wow, they're real big, and I thought drawing backgroounds for my comp with a ressolution of 1024x1024 is a big task. thats double! Quote Link to comment Share on other sites More sharing options...
Ykkrosh Posted September 13, 2004 Report Share Posted September 13, 2004 The maximum texture size should be limited only by your graphics card -- my GF4 can apparently go up to 4096x4096 (see e.g. glview, Extensions...Capabilities...Various limitations...Max. texture size). I can't see any obvious limits in the game engine lower than 2 billion x 2 billion, and I wouldn't want to download a mod with textures approaching that size Quote Link to comment Share on other sites More sharing options...
Petsuchos Ra Posted March 18, 2005 Report Share Posted March 18, 2005 Is there any other known real 0ad mod??←A friend and I are working on a few mods.1) A mod to add the Mongol civ (Mongols were my favorite in AOK)2) A mod to add a bunch of objects for eyecandy.We will probably have the mod finished before the game Quote Link to comment Share on other sites More sharing options...
Petsuchos Ra Posted March 22, 2005 Report Share Posted March 22, 2005 In the picture, it says: "to switch to biomes press "ctrl+alt+tab" By default, biomes will be only used in RMS. However, a user can choose to place terrains through biomes to increase performance." Does this mean that RMS can be done through the editor? BTW, that editor looks great!!!Petsuchos Ra Quote Link to comment Share on other sites More sharing options...
Aeros Posted March 23, 2005 Report Share Posted March 23, 2005 As of now, no. Theoretically maybe. We're working on it and seeing how possible it'll be Its definately an interesting and promosing idea allowing improvement for both RMS (hard scripted things that would be very hard to do manually) and Scenarios (Randomized things that would be very hard to do manually).Whether it will work or not or if we'll have time to do it all, we don't know. For now I can't say that the editor will work like that. Quote Link to comment Share on other sites More sharing options...
Belisarivs Posted April 18, 2005 Report Share Posted April 18, 2005 I want to ask something. For creation of unit models, do I need 3ds Max? I ask, because I would like to avoid usage of illegal soft and it's probably rather expensive to buy it. I would prefer Gmax, which is for free http://www.turbosquid.com/gmax or Blender (runs under Linux, so this option is best for me). Quote Link to comment Share on other sites More sharing options...
Wijitmaker Posted April 18, 2005 Report Share Posted April 18, 2005 Welcome to the forums As it stands now, yes unfortunately you will have to have a copy of 3ds Max R6 to use the plugins. We would like to expand model format to other software packages, but we currently don't have any staff that is capable of doing that.However, if you have a buddy that owns a copy, you can use gmax to make content and after jumping through a few hoops, you can get it to 3ds Max. From there, they could export the files for you. Quote Link to comment Share on other sites More sharing options...
saxguy Posted October 12, 2008 Report Share Posted October 12, 2008 im wondering will modding be similiar to empire earth, im a modder in EEH, curiosly i made a mod of this style, does it have anything to do or must i start from 0 ad Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted October 12, 2008 Report Share Posted October 12, 2008 Your mods can be any style and era of time. Modding will be easy to learn XML scripting. Textures are in standard DDS format and models and animations will be in standard Collada format. Quote Link to comment Share on other sites More sharing options...
Apomonomenos Posted October 12, 2008 Report Share Posted October 12, 2008 The only thing I'm good at is:Story righting (not very)Idea making (Expansive Day dreaming)Sketching (needs practice) Quote Link to comment Share on other sites More sharing options...
saxguy Posted October 16, 2008 Report Share Posted October 16, 2008 exelent (mr. burns grin) Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.