Boston Posted November 22, 2023 Report Share Posted November 22, 2023 Hi 0AD community, I'm Boston. I am working on a 2d open source game and I've heard that graphics in 0AD are under a creative commons license. https://bbrooks193.blogspot.com/2021/12/maths-game.html Could someone post a list of steps involved in downloading unit graphics and converting them to 2d sprites? Kind regards, Boston. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 22, 2023 Report Share Posted November 22, 2023 This would be difficult, but not impossible. I imagine you'd have to download all of the assets, import them into Blender, then render them all in 2D, including the unit key frames to animate them. Quote Link to comment Share on other sites More sharing options...
alre Posted November 22, 2023 Report Share Posted November 22, 2023 or maybe just put them down in atlas and take captions? idk if that's better. *atlas is the in-game editor Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 23, 2023 Report Share Posted November 23, 2023 23 hours ago, alre said: or maybe just put them down in atlas and take captions? idk if that's better. *atlas is the in-game editor Unfortunately, the camera in Atlas is not isometric/orthogonal. Quote Link to comment Share on other sites More sharing options...
Boston Posted November 24, 2023 Author Report Share Posted November 24, 2023 That's unfortunate. Do you think I could muck around and export 2d images from the sources? I only need 1 or 2 units for the time being. How can I download the sources as per the Creative Commons license? Kind regards, Boston. Quote Link to comment Share on other sites More sharing options...
Boston Posted December 14, 2023 Author Report Share Posted December 14, 2023 I have modified Atlas to work in isometric. I replaced line 233 of /source/tools/atlas/GameInterface/View.cpp original: camera.SetProjectionFromCamera(*g_Game->GetView()->GetCamera()); new: camera.SetPerspectiveProjection(1, 512, 0.1); It can be done! More work is needed to export the 2d images. 1 Quote Link to comment Share on other sites More sharing options...
Boston Posted December 15, 2023 Author Report Share Posted December 15, 2023 I got it to work again today, but I had to do a similar change to the code, this time in /source/tools/atlas/GameInterface/ActorViewer.cpp, on line 532. I made a mock-up of the tool that I would like to build: Unfortunately, I'm not so good on C++ What do you think? Boston. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted December 15, 2023 Report Share Posted December 15, 2023 Nice mockup. Looks like you've thought it through. Quote Link to comment Share on other sites More sharing options...
Boston Posted December 17, 2023 Author Report Share Posted December 17, 2023 Here is a better demonstration of having a 3d asset rendered as a 2d sprite. I'm off to learn the wxWidgets API and the Coding Conventions. Boston 2 Quote Link to comment Share on other sites More sharing options...
alre Posted December 17, 2023 Report Share Posted December 17, 2023 2 hours ago, Boston said: Here is a better demonstration of having a 3d asset rendered as a 2d sprite. I'm off to learn the wxWidgets API and the Coding Conventions. Boston very cool. honestly, I didn't think about animations when I suggested atlas. Quote Link to comment Share on other sites More sharing options...
Boston Posted December 21, 2023 Author Report Share Posted December 21, 2023 I added a button to the Actor Viewer I might fix the problem with having to zoom in and out after toggling the 3d look, later. Boston. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted December 21, 2023 Report Share Posted December 21, 2023 1 hour ago, Boston said: I added a button to the Actor Viewer I might fix the problem with having to zoom in and out after toggling the 3d look, later. Boston. Nice. Are you achieving this by changing the zoom and narrowing the field of view? 1 Quote Link to comment Share on other sites More sharing options...
Boston Posted December 21, 2023 Author Report Share Posted December 21, 2023 Ah cool. Yes, that's exactly what I'm doing. I'm thinking about rolling my own app that uses a true orthogonal camera with various export settings, but I'll see if I can do this simple change and get it added to the game first Boston. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted December 21, 2023 Report Share Posted December 21, 2023 1 hour ago, Boston said: true orthogonal camera with various export settings That would be awesome. It's been a desired feature for the game as well, ever since there was a big positive reaction to my "Isometric" videos. 1 Quote Link to comment Share on other sites More sharing options...
Boston Posted December 23, 2023 Author Report Share Posted December 23, 2023 It would be hard to add an isometric camera to 0 A.D. because sometimes you would want the isometric camera and other times (such as during cutscenes) you'd want the perspective camera. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted December 23, 2023 Report Share Posted December 23, 2023 8 minutes ago, Boston said: It would be hard to add an isometric camera to 0 A.D. because sometimes you would want the isometric camera and other times (such as during cutscenes) you'd want the perspective camera. I think with an isometric mode, you could have AOE2-esque cutscenes. Quote Link to comment Share on other sites More sharing options...
Boston Posted December 23, 2023 Author Report Share Posted December 23, 2023 You could put in a trigger that converts between perspective when needed and preffered mode during game play Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted December 23, 2023 Report Share Posted December 23, 2023 On 21/12/2023 at 9:01 AM, wowgetoffyourcellphone said: That would be awesome. It's been a desired feature for the game as well, ever since there was a big positive reaction to my "Isometric" videos. We have a ticket for that: https://trac.wildfiregames.com/ticket/3653. I believe it's doable, it just needs a pair of free C++ hands. 12 hours ago, Boston said: It would be hard to add an isometric camera to 0 A.D. because sometimes you would want the isometric camera and other times (such as during cutscenes) you'd want the perspective camera. It's not really a problem for our engine. We can automatically switch them for cutscenes. On 14/12/2023 at 9:12 AM, Boston said: new: camera.SetPerspectiveProjection(1, 512, 0.1); We have a separate method to set an ortho projection (a classic isometric view is a special case of an orthographic projection). 2 Quote Link to comment Share on other sites More sharing options...
Boston Posted December 24, 2023 Author Report Share Posted December 24, 2023 (edited) 11 hours ago, vladislavbelov said: We have a separate method to set an ortho projection (a classic isometric view is a special case of an orthographic projection). I've seen that. I do plan on using it in future, but setting a narrow field of view meant making less changes to the code. I have a question. If I do use this to create a bunch of 2d animations, how do I distribute them under the terms of the creative commons licence? Edited December 24, 2023 by Boston Quote Link to comment Share on other sites More sharing options...
Stan` Posted December 24, 2023 Report Share Posted December 24, 2023 14 hours ago, Boston said: I have a question. If I do use this to create a bunch of 2d animations, how do I distribute them under the terms of the creative commons licence? I suppose they fall in the "derivative works" category so they would be CC BY SA 3.0 as long as you give credit to wildfiregames it should be fine 2 Quote Link to comment Share on other sites More sharing options...
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