Kyriakos Posted June 19, 2011 Share Posted June 19, 2011 Hi, I have returned to this forum after a considerable absence. I would like to ask if anyone can direct me to information about a possible compatibility of the game's engine with the 3d modeling program Bryce 7. I do all of my modeling on Bryce, but it is notorious for its problems while exporting files in non native forms...Anyway, here is a little peak at my graphics:I hastily applied for being a modeler, but probably it would be better if i first got answers to my Bryce-related question Link to comment Share on other sites More sharing options...
feneur Posted June 19, 2011 Share Posted June 19, 2011 What formats can Bryce export to (if any, it almost sounds like you're saying it can hardly export files at all )? Link to comment Share on other sites More sharing options...
privateer Posted June 19, 2011 Share Posted June 19, 2011 Bryce 7 can export Collada so you should be OK if you create the work in Bryce.I do know Bryce had a problem with importing any format except the obj format.I do not know if that issue is solved or not.Testing with Bryce 7.1 and importing known good Collada files from 0 A.D. will not export.All the base obj files i worked with to create the 0 A.D. files will import and then export to Collada with no problems.There is some extra info in the final Collada files that is not used by 0 A.D. but I don't think it matters. Link to comment Share on other sites More sharing options...
ribez Posted June 20, 2011 Share Posted June 20, 2011 Hi, I have returned to this forum after a considerable absence. I would like to ask if anyone can direct me to information about a possible compatibility of the game's engine with the 3d modeling program Bryce 7. I do all of my modeling on Bryce, but it is notorious for its problems while exporting files in non native forms...Anyway, here is a little peak at my graphics:I hastily applied for being a modeler, but probably it would be better if i first got answers to my Bryce-related question nice graphics. Have you created them for Civilization 3? Link to comment Share on other sites More sharing options...
Kyriakos Posted June 20, 2011 Author Share Posted June 20, 2011 Yes, i have been part of the Civ3 modding community for many years. Privateer: thanks for the information. I will see if i can dl the game (is it still free?) and mod it for my own use for the time being, just to examine whether i can do it Link to comment Share on other sites More sharing options...
Pureon Posted June 20, 2011 Share Posted June 20, 2011 I will see if i can dl the game (is it still free?) and mod it for my own use for the time being, just to examine whether i can do it 0AD will always be free. Feel free to download the game and experiment. Link to comment Share on other sites More sharing options...
Kyriakos Posted June 20, 2011 Author Share Posted June 20, 2011 Great I have another question, by the way:Do the models have to function from all 360 degrees? Since in some games (eg Civ3, but also EU3) you only ever see 180 degrees of the model. Link to comment Share on other sites More sharing options...
fcxSanya Posted June 20, 2011 Share Posted June 20, 2011 Do the models have to function from all 360 degrees?Yes, you can see model from any side. Link to comment Share on other sites More sharing options...
Chakakhan Posted June 21, 2011 Share Posted June 21, 2011 Wow, very nice models! Link to comment Share on other sites More sharing options...
Kyriakos Posted June 21, 2011 Author Share Posted June 21, 2011 Thank you This is my ancient Greek set, in which i used as concept art three buildings from 0 AD (two small houses and the Fort) :You can see my full library at http://forums.civfanatics.com/showthread.php?p=5794679#post5794679 Link to comment Share on other sites More sharing options...
Kyriakos Posted June 21, 2011 Author Share Posted June 21, 2011 (edited) Another thing i would like to ask is how many polygons is the typical 0 AD building?Most of my models are around 10K Polygons, if they are detailed, and 5K if more simple. Bryce increases the count in relation to other programs, like 3dsmax. Some very intricate models rise up to 500K (for example my model of the Hagia Sophia). Edited June 21, 2011 by Kyriakos Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted June 21, 2011 Share Posted June 21, 2011 Most of our buildings are under 2000 tris. Link to comment Share on other sites More sharing options...
Kyriakos Posted June 22, 2011 Author Share Posted June 22, 2011 (edited) I see. I will have to experiment a bit then Here is what my buildings (well the Euro castle) look like in large size: Edited June 22, 2011 by Kyriakos Link to comment Share on other sites More sharing options...
wrod Posted June 22, 2011 Share Posted June 22, 2011 i would love to see your buildings in the game lol Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted June 22, 2011 Share Posted June 22, 2011 See, larger buildings can have more triangles because they take up more screen space. So, a castle that takes up as much room as 3 or 4 2000-triangle barracks could easily have 5000 triangles. The 2000 triangle limit is just a guideline. For contrast, a cavalry unit can easily be 1000 triangles (depending upon the props attached). Link to comment Share on other sites More sharing options...
Kyriakos Posted June 23, 2011 Author Share Posted June 23, 2011 (edited) You mean 15 K Polygons?Still is too little, since Bryce turns everything into a polygon hell, and this model has around 100K polygons now...More visible here: I guess i could try to substitute some details which are modeled, with textures. But anyway this is a medieval building so it has no place in 0 AD. Edited June 23, 2011 by Kyriakos Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted June 23, 2011 Share Posted June 23, 2011 Well, I wouldn't mind running a few tests with some 15k and 100k models if you'd like to participate. It's been my experience that polygons are insanely cheap to render, while textures with alpha channels, dynamic shadows, etc. cause the lion's share of the graphical lag. Link to comment Share on other sites More sharing options...
Chakakhan Posted June 23, 2011 Share Posted June 23, 2011 Yep, it would be nice to do some benchmarking with higher poly counts to see what the effect is. Link to comment Share on other sites More sharing options...
Rasunadon Posted June 23, 2011 Share Posted June 23, 2011 But anyway this is a medieval building so it has no place in 0 AD. But still could be included for custom scenarios and mods purposes (maybe TLA?). Link to comment Share on other sites More sharing options...
Kyriakos Posted June 23, 2011 Author Share Posted June 23, 2011 Oh, ok Mythos_Ruler: i cannot seem to find where the models folder is in my 0AD installation. It seems it only has four files. Did i install the wrong one? I thought that the other one was needed only by people playing with the code, but it seems i was wrong (?).As for the castle, if it is to be used in Zero AD i will have to model its two remaining sides a bit more, they have no windows currently. Link to comment Share on other sites More sharing options...
Kyriakos Posted June 23, 2011 Author Share Posted June 23, 2011 Ok, i now installed the full version Problem is i do not know where the files for the buildings are, and what i have to do to add one (or replace an existent one) in the game.Any help? I will try one of my more intricate models to report back on possible lag. Link to comment Share on other sites More sharing options...
Kyriakos Posted June 24, 2011 Author Share Posted June 24, 2011 Anyone who can answer my question?Currently working on a bunch of fantasy stuff. Orc and Hobbit towns Link to comment Share on other sites More sharing options...
privateer Posted June 24, 2011 Share Posted June 24, 2011 Anyone who can answer my question?In your installed version it will be 0AD/binaries/data/modsThere you will find a public.zipMove that file to a safe place and then extract it.Move the extracted public back to where the zip file was.So the path will be 0AD/binaries/data/mods/publicThen you'll see a bunch of folders under that.Look in art/meshes/structural Link to comment Share on other sites More sharing options...
Kyriakos Posted June 24, 2011 Author Share Posted June 24, 2011 Ok, thank you Link to comment Share on other sites More sharing options...
fcxSanya Posted June 24, 2011 Share Posted June 24, 2011 Problem is i do not know where the files for the buildings are, and what i have to do to add one (or replace an existent one) in the game.Look at this topic: Michael answered there similar questions, also here is information how to work with COLLADA files in Blender and useful links.Edit: Jeff was faster But maybe my links can help too. Link to comment Share on other sites More sharing options...
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