Phaedros Posted March 19, 2013 Report Share Posted March 19, 2013 Thanks Lion, though sad to say but I took some time to think about it last night and I've decided to put school on hold for a month or two due to financial concerns and to invest the time I would be spending on classes to brush up on my basics (my sketching has gotten pretty bad and I don't really want to have to take a catch up class. lol) Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 19, 2013 Report Share Posted March 19, 2013 Thanks Lion, though sad to say but I took some time to think about it last night and I've decided to put school on hold for a month or two due to financial concerns and to invest the time I would be spending on classes to brush up on my basics (my sketching has gotten pretty bad and I don't really want to have to take a catch up class. lol) This Game would be Epic with many people Join to expanse with contributions and mods. Quote Link to comment Share on other sites More sharing options...
CTLN7 Posted March 19, 2013 Report Share Posted March 19, 2013 Yeah, the textures and models are fine. They'll look good in the engine. Just need to get the entity within an entity problem solved. Something we've wanted for things like archers and catapults on ships, but I think we postponed for Part 2. Though, we'd probably be persuaded to do some work on it if your mod looks to be a big deal and could expand the reach of 0 A.D./Pyrogenesis.Throughout our latest updates we gathered a good number of watcher and attention , does that count as a big deal ? Quote Link to comment Share on other sites More sharing options...
Ilves Posted March 30, 2013 Author Report Share Posted March 30, 2013 It's.... UPDATE TIME!this time let's have a swim. I really adore what the creators of Pyrogenesis did with water and how many options it has. It was fun just playing with all those settings available o_OMan, I really can't stop enjoying the sexiness of this water. Just give me turrets and I'll be in love. 5 Quote Link to comment Share on other sites More sharing options...
feneur Posted March 30, 2013 Report Share Posted March 30, 2013 Is there a reason you haven't enabled shorewaves? Either way I'm sure wraitii will be happy he worked so hard on the water when he sees your submarines They really shows off the water Quote Link to comment Share on other sites More sharing options...
idanwin Posted March 30, 2013 Report Share Posted March 30, 2013 Totally love them! Quote Link to comment Share on other sites More sharing options...
Ilves Posted April 3, 2013 Author Report Share Posted April 3, 2013 Guyz, I have a totally seriuz question to ask you.IThe unfortanatelibity of modern war is that units don't fight with parts of them i.e. tanks don't fight with axes or swords, but "exchange" each other projectiles. The curious question is where the texture maps of those projectiles should be placed. Above you see my collection of aircraft weaponry - it will belong to 6 different type of warplanes ranging from fighters to bombers. During the action the projectiles should separate themselves from their carrier vehicle. So where should I better place the map? 1) make 1 big map with all the projectiles (like 512x512) 2) place each projectile along with the carrying vehicle (torpedo with the sub, bombs with the bomber and so on) (then it will lay along with the carrier vehicle, which has a typical texture of 1024x1024) 3) make each projectile an individual tiny map (128x128 or so )IIAlso the only-housecolor-or-opacity thing also worries me :\ Problem is we have made a lot of buildings containing both opacity and housecolor! Each building has a texture of 2048^2. Attaching two such textures (one with opacity, second with housecolor) to every building my curtail the performance severely. What should we do?IIIIs it possible to realize a ballistic missile locomotion in 0 AD? It should first fly vertically upwards and than meet with the target via ballistic trajectory. All this should be done automatically as soon as I choose the victim of the attack. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 3, 2013 Report Share Posted April 3, 2013 nice bombs , guys you have fb fan page? Quote Link to comment Share on other sites More sharing options...
Ilves Posted April 3, 2013 Author Report Share Posted April 3, 2013 not yet, but I'm going to create one in the nearest time o_O Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 3, 2013 Report Share Posted April 3, 2013 not yet, but I'm going to create one in the nearest time o_O yeah im interes in alll mods are shared in fb page to grown 0.a.D Project. Quote Link to comment Share on other sites More sharing options...
Zaggy1024 Posted April 8, 2013 Report Share Posted April 8, 2013 IThe unfortanatelibity of modern war is that units don't fight with parts of them i.e. tanks don't fight with axes or swords, but "exchange" each other projectiles. The curious question is where the texture maps of those projectiles should be placed. Above you see my collection of aircraft weaponry - it will belong to 6 different type of warplanes ranging from fighters to bombers. During the action the projectiles should separate themselves from their carrier vehicle. So where should I better place the map?1) make 1 big map with all the projectiles (like 512x512)2) place each projectile along with the carrying vehicle (torpedo with the sub, bombs with the bomber and so on) (then it will lay along with the carrier vehicle, which has a typical texture of 1024x1024)3) make each projectile an individual tiny map (128x128 or so )It's your choice whether you have the textures all in one file or separate, it'll work either way. You should take a look at an actor that fires projectiles (like a javelinist).IIAlso the only-housecolor-or-opacity thing also worries me :\ Problem is we have made a lot of buildings containing both opacity and housecolor! Each building has a texture of 2048^2. Attaching two such textures (one with opacity, second with housecolor) to every building my curtail the performance severely. What should we do?Do you have sections of your texture that have player color and transparency? If you don't, just separate the models into two separate files, one with faces that have player color, and one with faces with transparency, and attach one as a prop to the main actor (and set its material to what you need).IIIIs it possible to realize a ballistic missile locomotion in 0 AD? It should first fly vertically upwards and than meet with the target via ballistic trajectory. All this should be done automatically as soon as I choose the victim of the attack.I'm pretty sure that would require changing the engine (as well as JS). Edit: Actually, I'm not sure what you mean. If you mean a tall curve that comes down on its target, then it shouldn't be too hard to do with just a few JS changes.Have you had a programmer start working on adding turrets? If you do add them, I'm sure we'll be able to add them to the engine and use them ourselves. Quote Link to comment Share on other sites More sharing options...
lilstewie Posted April 8, 2013 Report Share Posted April 8, 2013 (edited) I wanna see a SLBM launched from a sub. Edited April 8, 2013 by lilstewie Quote Link to comment Share on other sites More sharing options...
Zaggy1024 Posted April 9, 2013 Report Share Posted April 9, 2013 Just to expand on my post, it wouldn't be too hard for you guys to add a value to entity templates' projectile settings to multiply the gravity and therefore make the trajectory higher. Take a look at simulation/components/Attack.js. Quote Link to comment Share on other sites More sharing options...
Ilves Posted April 17, 2013 Author Report Share Posted April 17, 2013 a bit on the run at this moment, so I will be brief this time I'll reply on all post later.What important is that... I've created finally an FB page (will be bettered soon), and we made an another pack of fancy houses at your disposal:With hope of finding a proficient 0 A.D. coder - Ilves. Over. 3 Quote Link to comment Share on other sites More sharing options...
wraitii Posted April 24, 2013 Report Share Posted April 24, 2013 I've been working on adding relative-to-prop velocity for particles so your jet effects should be improvable fairly easily in the next few days (need to get back home, get it reviewed and committed).(I'm doing mundane tasks that could be useful to the engine while on holidays. Also slightly changed the ship decay anim to make it slightly better looking.) Quote Link to comment Share on other sites More sharing options...
Ilves Posted April 27, 2013 Author Report Share Posted April 27, 2013 can you make the ship making wonderful ripples and waves in their waterline? also request ballistic missile working trajectory Quote Link to comment Share on other sites More sharing options...
gameboy Posted April 28, 2013 Report Share Posted April 28, 2013 When it will release? Quote Link to comment Share on other sites More sharing options...
CTLN7 Posted April 28, 2013 Report Share Posted April 28, 2013 When it will be finished 2 Quote Link to comment Share on other sites More sharing options...
CTLN7 Posted May 3, 2013 Report Share Posted May 3, 2013 What are the steps to set up and export an animation ingame using 3ds max ? Quote Link to comment Share on other sites More sharing options...
Yves Posted May 3, 2013 Report Share Posted May 3, 2013 I don't know anything about animation, but I've found this: http://trac.wildfiregames.com/wiki/ArtDesignDocument#a3dsMaxEDIT: Also a bit later in that wiki article: http://trac.wildfiregames.com/wiki/ArtDesignDocument#Animation Quote Link to comment Share on other sites More sharing options...
CTLN7 Posted May 3, 2013 Report Share Posted May 3, 2013 I have already looked over those and there is not much information about whole process of exporting an actual animation :| Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 4, 2013 Report Share Posted May 4, 2013 This attract more gamer to the game. I'm not in modern warfare, but, I like your idea to give other look. You think in sacrifice universe if can do a space battle. In modern expansion, I don't know, many people are addicted to Starcraft even me. Congratulating guys. Quote Link to comment Share on other sites More sharing options...
Ilves Posted May 5, 2013 Author Report Share Posted May 5, 2013 Ok, people, I think this thread has outgrown itself. For the sake of comfortablity and good sense, I request the forum lords a sub-forum for the game. And after all, it's strange that we haven't yet got a larger room for discussion of our project 1 Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted May 5, 2013 Report Share Posted May 5, 2013 Created sub-forum here: http://www.wildfiregames.com/forum/index.php?showforum=422 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 14, 2013 Report Share Posted May 14, 2013 I post a screenshot in 0ad in spanish to support you guys. You have fb fan page to redirect fans? Quote Link to comment Share on other sites More sharing options...
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