Pedro Falcão Posted December 31, 2012 Report Share Posted December 31, 2012 I hope you guys don't lose interest in this project, it looks great. Quote Link to comment Share on other sites More sharing options...
CTLN7 Posted January 13, 2013 Report Share Posted January 13, 2013 (edited) Ok ,i have been trying to get a model ingame myself but the transparency dosent seem to work https://dl.dropbox.com/u/58013624/ingame.pngthe skin has the alpha channel set up right i think .https://dl.dropbox.com/u/58013624/sd.pngWhat might be the problem ? Edited January 13, 2013 by CTLN7 Quote Link to comment Share on other sites More sharing options...
Spahbod Posted January 13, 2013 Report Share Posted January 13, 2013 Something got to my mind: We'd be able to use a "turret" in 0 A.D. for horse archers/javalineers. Making them able to shoot as they walk. Quote Link to comment Share on other sites More sharing options...
FeXoR Posted January 13, 2013 Report Share Posted January 13, 2013 Ok ,i have been trying to get a model ingame myself but the transparency dosent seem to work https://photos-5.dro...I?size=1280x960the skin has the alpha channel set up right i think .https://photos-2.dro...k?size=1280x960What might be the problem ?For me the links are not linking to an existing page (404). Just to say it... Quote Link to comment Share on other sites More sharing options...
Pureon Posted January 13, 2013 Report Share Posted January 13, 2013 The links don't work for me either.Something got to my mind: We'd be able to use a "turret" in 0 A.D. for horse archers/javalineers. Making them able to shoot as they walk.That's the plan. Especially useful for carriot and elephant tower archers that are completely independant of the driver, and so can in theory turn 360 degrees. Quote Link to comment Share on other sites More sharing options...
CTLN7 Posted January 13, 2013 Report Share Posted January 13, 2013 Fixed the links . Quote Link to comment Share on other sites More sharing options...
Pureon Posted January 13, 2013 Report Share Posted January 13, 2013 Ok ,i have been trying to get a model ingame myself but the transparency dosent seem to work https://dl.dropbox.c...3624/ingame.pngthe skin has the alpha channel set up right i think .https://dl.dropbox.c...58013624/sd.pngWhat might be the problem ?Are you exporting a DDS or a PNG texture? With PNG you may need to use the SuperPNG plugin so that the alpha is correctly exported, if saving as DDS make sure you're using DXT5 and not DXT1.In the actor that calls the texture file make sure the material is <material>basic_trans.xml</material> This uses the texture's alpha channel to show transparency, rather than player colour etc. Quote Link to comment Share on other sites More sharing options...
CTLN7 Posted January 13, 2013 Report Share Posted January 13, 2013 Sweet it worked ! It was the actor file . Quote Link to comment Share on other sites More sharing options...
Pureon Posted January 13, 2013 Report Share Posted January 13, 2013 Great.Any particular reason you don't go open source like 0 A.D. has? Surely, you would be able to get many programmers if you did...I also agree about the lack of openness possibly putting off programmers. Also it is pretty hard to tell if you will use pyrogenesis (are you planning to?). Also in the summary you mention "C++\C# coder" when pyrogenesis uses a mix of C++ and javascript. I would personally be looking for quite a lot more technical information before contacting you.Any responses to these questions guys? Quote Link to comment Share on other sites More sharing options...
CTLN7 Posted January 13, 2013 Report Share Posted January 13, 2013 (edited) Yeah we will go open source However dont know how that would help us to get any extra help :\We set our plans for a basic built that will include 2 factions ,most units are already done ,only 2 of them remain to be skinned and a few buildings remain to be mapped and skinned. Edited January 13, 2013 by CTLN7 Quote Link to comment Share on other sites More sharing options...
zoot Posted January 13, 2013 Report Share Posted January 13, 2013 (edited) Yeah we will go open source However dont know how that would help us to get any extra help :\Most programmers would balk at the proposition of working for free on a proprietary project.(Unscientific, yet truthful observation ) Edited January 13, 2013 by zoot Quote Link to comment Share on other sites More sharing options...
CTLN7 Posted January 13, 2013 Report Share Posted January 13, 2013 (edited) RightAnyway i have managed to import all 4 buildings for the first faction :https://dl.dropbox.c.../buildings2.pngNow i need to figure out why speculars and normal maps arent showing up Edited January 13, 2013 by CTLN7 Quote Link to comment Share on other sites More sharing options...
Yves Posted January 13, 2013 Report Share Posted January 13, 2013 The buildings look cool, but probably they need some more color variation.They shouldn't be painted like a rainbow, but I think a litte bit more color would be good. Quote Link to comment Share on other sites More sharing options...
CTLN7 Posted January 13, 2013 Report Share Posted January 13, 2013 (edited) yeah we will add house colour logos and pantings on them once we got them done Also props can be added later . Edited January 13, 2013 by CTLN7 Quote Link to comment Share on other sites More sharing options...
zoot Posted January 13, 2013 Report Share Posted January 13, 2013 (edited) The buildings look cool, but probably they need some more color variation.I suspect the speculars and normal maps will help with that. (Well, they won't add color, but variation at least.) Edited January 13, 2013 by zoot Quote Link to comment Share on other sites More sharing options...
quantumstate Posted January 13, 2013 Report Share Posted January 13, 2013 RightAnyway i have managed to import all 4 buildings for the first faction :https://dl.dropbox.c.../buildings2.pngNow i need to figure out why speculars and normal maps arent showing up Probably the actor file again. Maybe take a look at some of the existing buildings, also you can see the available materials in binaries/mods/public/art/materials. I would guess that basic_trans_spec would be what you want. Quote Link to comment Share on other sites More sharing options...
CTLN7 Posted January 13, 2013 Report Share Posted January 13, 2013 (edited) Yeah copied one of the already existing building's code ,added "basic_trans_spec " but it still dosent work This is how it looks <?xml version="1.0" encoding="utf-8"?><actor version="1"><castshadow/><group><variant frequency="100" name="Base"><mesh>structural/rome_factory.dae</mesh><textures><texture file="structural/rome_factory.dds" name="baseTex"/><texture file="structural/rome_factory_norm.dds" name="normTex"/><texture file="structural/rome_factory_spec.dds" name="specTex"/></textures></variant></group><material>basic_trans_spec.xml</material></actor> Edited January 13, 2013 by CTLN7 Quote Link to comment Share on other sites More sharing options...
Enrique Posted January 13, 2013 Report Share Posted January 13, 2013 (edited) RightAnyway i have managed to import all 4 buildings for the first faction :https://dl.dropbox.c.../buildings2.pngNow i need to figure out why speculars and normal maps arent showing up If you want normals/parallax, specularity and transparency, you should use this material: <material>basic_trans_parallax_spec.xml</material>EDIT: If you want add parallax effect in top of the normal bump, you should use a black and white image as the alpha channel of the normal map. Edited January 13, 2013 by Enrique Quote Link to comment Share on other sites More sharing options...
fabio Posted January 13, 2013 Report Share Posted January 13, 2013 About the license, 0 A.D. is mostly GPL (engine) and CC-BY-SA 3.0 (arts), both licenses are copyleft, so you are required to keep the same licenses for your modification. Quote Link to comment Share on other sites More sharing options...
zoot Posted January 13, 2013 Report Share Posted January 13, 2013 (edited) About the license, 0 A.D. is mostly GPL (engine) and CC-BY-SA 3.0 (arts), both licenses are copyleft, so you are required to keep the same licenses for your modification.They are not strictly required to use CC-BY-SA for their original art, but again, it is easier to attract contributors if they do. Edited January 13, 2013 by zoot 1 Quote Link to comment Share on other sites More sharing options...
serveurix Posted January 13, 2013 Report Share Posted January 13, 2013 About the license, 0 A.D. is mostly GPL (engine) and CC-BY-SA 3.0 (arts), both licenses are copyleft, so you are required to keep the same licenses for your modification.Note that CC-BY-SA is just weak copyleft, similar to LGPL. Quote Link to comment Share on other sites More sharing options...
CTLN7 Posted January 14, 2013 Report Share Posted January 14, 2013 (edited) If you want normals/parallax, specularity and transparency, you should use this material: <material>basic_trans_parallax_spec.xml</material>EDIT: If you want add parallax effect in top of the normal bump, you should use a black and white image as the alpha channel of the normal map.Dosen't seem to work for me I will try another time right now i want to know how can i create a new faction . Edited January 14, 2013 by CTLN7 Quote Link to comment Share on other sites More sharing options...
Enrique Posted January 14, 2013 Report Share Posted January 14, 2013 Dosen't seem to work for me I will try another time right now i want to know how can i create a new faction .Ok, If you come back to try the effects, make sure you have the needed settings set to "true" in the .cfg file or they will not show. Quote Link to comment Share on other sites More sharing options...
dvangennip Posted January 14, 2013 Report Share Posted January 14, 2013 Dosen't seem to work for me I will try another time right now i want to know how can i create a new faction .Making a new faction is simple. Either make a new mod folder or use the public folder (in data/mods/public). In the civs folder there you'll find JSON files for each civ in the game. Copy one and adjust the data inside. Now you've got a new faction added Set the starting units and building to your desired units and building, and it should work. Quote Link to comment Share on other sites More sharing options...
CTLN7 Posted January 14, 2013 Report Share Posted January 14, 2013 Ok, If you come back to try the effects, make sure you have the needed settings set to "true" in the .cfg file or they will not show.It worked quite nicely ,thanks .The shaders are loking great . Quote Link to comment Share on other sites More sharing options...
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