Lion.Kanzen Posted March 29, 2013 Report Share Posted March 29, 2013 i promise help to you with this. @idawin. we take a break from Aristeia. this the second Project of FES. Quote Link to comment Share on other sites More sharing options...
laurens777 Posted July 7, 2013 Report Share Posted July 7, 2013 (edited) Hi i can try making a couple of different tree stumps. Can someone send me a few textures though? And i cant promis that they are going to get finished soon. Will that be a problem?O and should i make this a new topic or can i just leave it here?L. Bosman Edited July 8, 2013 by laurens777 Quote Link to comment Share on other sites More sharing options...
Loki1950 Posted July 8, 2013 Report Share Posted July 8, 2013 Welcome laurenss777 just leave it here for now if enough people like them they will most likely end up in-game and take your time but try to keep the poly count down as they are not really necessary for the game why degrade performance.Enjoy the Choice Quote Link to comment Share on other sites More sharing options...
laurens777 Posted July 8, 2013 Report Share Posted July 8, 2013 Thanks loki1950. But does anyone know where i can get the textures that were used for the trees in the game. Quote Link to comment Share on other sites More sharing options...
Pureon Posted July 8, 2013 Report Share Posted July 8, 2013 Hi laurens777, welcome to the forum Please take some time to go through this simple 3D implementation tutorial:http://trac.wildfiregames.com/wiki/Basic3DImplementationIt'll help you understand how the game works with 3D files (including the location of texture files). Quote Link to comment Share on other sites More sharing options...
laurens777 Posted July 8, 2013 Report Share Posted July 8, 2013 Thanks for the help pureonI will take some time to go through that. Quote Link to comment Share on other sites More sharing options...
idanwin Posted July 11, 2013 Author Report Share Posted July 11, 2013 The textures are included in the game, in the 'public.zip', if I'm not mistaken, or in the public folder of a local build. You can find all of them in art/textures/skins/gaia/ Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted July 15, 2013 Report Share Posted July 15, 2013 (edited) I just found how to make your eyecandy unpassable (so soldiers can't walk through) in a decent way (without putting other entities in it).Basically, you make a template template_eyecandy.xml with the following code:<?xml version="1.0" encoding="utf-8"?><Entity parent="template_entity_quasi"> <Obstruction> <Active>true</Active> <BlockMovement>true</BlockMovement> <BlockPathfinding>true</BlockPathfinding> <BlockFoundation>true</BlockFoundation> <BlockConstruction>true</BlockConstruction> <DisableBlockMovement>false</DisableBlockMovement> <DisableBlockPathfinding>false</DisableBlockPathfinding> </Obstruction> <OverlayRenderer/> <Selectable> <Overlay> <Outline> <LineTexture>outline_border.png</LineTexture> <LineTextureMask>outline_border_mask.png</LineTextureMask> <LineThickness>0.4</LineThickness> </Outline> </Overlay> </Selectable> <VisualActor> <SilhouetteDisplay>false</SilhouetteDisplay> <SilhouetteOccluder>true</SilhouetteOccluder> <VisibleInAtlasOnly>false</VisibleInAtlasOnly> </VisualActor></Entity>After that, you can put the eyecandy actor in a template like this<?xml version="1.0" encoding="utf-8"?><Entity parent="template_eyecandy"> <Footprint> <Square width="1.5" depth="4.25"/> <Height>4.0</Height> </Footprint> <Identity> <Civ>gaia</Civ> <GenericName>Bench</GenericName> <SpecificName>Wooden Bench</SpecificName> <History>A short wooden bench.</History> <Icon>gaia/special_fence.png</Icon> </Identity> <Obstruction> <Static width="1.0" depth="4.0"/> </Obstruction> <VisualActor> <Actor>props/special/eyecandy/bench_1.xml</Actor> </VisualActor></Entity>Of course, you need to edit the obstruction form according to the size of your object. The identity isn't needed, but I think, once a better search arrives in Atlas, it could be useful to search on those keywords in the identity information.This results in an object you can only select in Atlas via ALT+CLICK, it can't be selected in game, but you can't walk through it in game. There is also no possibility of destroying it and whatnot. You can also add other tags (s.a. the Anchor tag to rotate it to terrain form).With this, they also arrive in the "Entities" section of Atlas, and not in the "Actors" section. Edited July 15, 2013 by sanderd17 Quote Link to comment Share on other sites More sharing options...
idanwin Posted July 15, 2013 Author Report Share Posted July 15, 2013 (edited) Nice!What still remains to be done is making it possible to walk through only certain parts of an entity (like with gates).Glest has a system where you can make obstruction overlays in such a form:xxxxxxxxxxooxxox(where x is obstruction and o is walkable, forgot the actual letters they used)would something similar be possible? (Or even better: using B&W obstruction images, but that pretty much boils down to the same, except being more detailed)PS.Not being destroyable may not be something we want for a bench :-) but it'll be of great use for geological things and scenarios (blocking routes and whatnot) Edited July 15, 2013 by idanwin Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted July 15, 2013 Report Share Posted July 15, 2013 The bench was just an example, if you want it destroyable, it's a regular entity (like the bench currently in the game), this was just an example.And partial obstructions are possible, just look at the gate code: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_defense_wall_gate.xml#L40The gate has 3 obstruction parts, of which the door one is enabled and disabled through code. But you can just define any form by combining obstruction rectangles. The names are irrelevant (they can be used in software to enable and disable them), but you just need to take care of the x-z coordinate (which is the centre point of the obstruction rectangle) and the width-depth which defines the size of the rectangle. This system does require you to calculate some coordinates on beforehand. Quote Link to comment Share on other sites More sharing options...
idanwin Posted July 15, 2013 Author Report Share Posted July 15, 2013 Sweet. I didn't know we already had this xDOpens up a lot of possibilities! Quote Link to comment Share on other sites More sharing options...
Pureon Posted July 15, 2013 Report Share Posted July 15, 2013 I just found how to make your eyecandy unpassable (so soldiers can't walk through) in a decent way (without putting other entities in it).Basically, you make a template template_eyecandy.xml with the following code:...I'm surprised there isn't already a template that does this. Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted July 15, 2013 Report Share Posted July 15, 2013 I'm surprised there isn't already a template that does this.I was surprised too, but it seems there's no such template. Quote Link to comment Share on other sites More sharing options...
Bloc Posted August 9, 2013 Report Share Posted August 9, 2013 Specials:Butcher racksI just a try.72 poly , 144 edge , 90 verts Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted August 9, 2013 Report Share Posted August 9, 2013 (edited) Nice. Some points of criticism though:The sides and the top of the table should have different textures. Look at the front view, nobody can will place pieces of wood like that, the colours match too exactlyThe roof should probably 'hang' a little. Now it's a bit too flatSome props are missing. Like an extra solid wood block (you can't work with meat on planks, you need something solid to work on), and some knifes would also do goodDon't be afraid to get more polies, even little eyecandy objects already in game have more polies (like the buried barrels already have 92 tris, and that's a lot smaller than a butcher's rack). Edited August 9, 2013 by sanderd17 Quote Link to comment Share on other sites More sharing options...
Bloc Posted August 10, 2013 Report Share Posted August 10, 2013 What about now? 198 poly , 406 edge , 242 vert 1 Quote Link to comment Share on other sites More sharing options...
Bloc Posted August 13, 2013 Report Share Posted August 13, 2013 Well Its very very very WIP , 2075 face , Spy of Assasin - Quickly textured so thats why It looks that bad 1 Quote Link to comment Share on other sites More sharing options...
fabio Posted August 14, 2013 Report Share Posted August 14, 2013 The butcher racks looks good now, it could be a nice addition to markets. Quote Link to comment Share on other sites More sharing options...
idanwin Posted August 16, 2013 Author Report Share Posted August 16, 2013 Looks good already!The frame looks a bit unnatural, if you could have the planks/sticks stick out a bit that would fix it. Give the cloth a bit more a natural bend as well (poly increase + smooth)If you do those adjustments, could you upload the files? Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted August 16, 2013 Report Share Posted August 16, 2013 Go go guys, welcome Idawin. this pack can have extra stuff for map editor lovers. the other day i see a Crucifixion scene with old models. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted August 17, 2013 Report Share Posted August 17, 2013 The butcher racks are cool. Maybe they can represent some food treasures. Quote Link to comment Share on other sites More sharing options...
fabio Posted August 17, 2013 Report Share Posted August 17, 2013 I think it would be funny to have an alternative to the cobra car in AoE. What about a General Lee? 1 Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted August 17, 2013 Report Share Posted August 17, 2013 I think it would be funny to have an alternative to the cobra car in AoE. What about a General Lee? This would require some major changes for CCmpUnitMotion, or even a new CCmpUnitMotion component. It requires f.e. accelleration and turn circle.VDrift has a nice repository of cars: http://sourceforge.net/p/vdrift/code/1253/tree/vdrift-art/trunk/models/cars/ but I don't know under which license they fall. The main page says it's GPL, but that's probably the engine only. Quote Link to comment Share on other sites More sharing options...
fabio Posted August 17, 2013 Report Share Posted August 17, 2013 There is a ticket about turn radius: http://trac.wildfiregames.com/ticket/940 it also was discussed for sieges IIRC.About acceleration (also discussed in the ticket above) I'm not sure how it would fit into the game, it should maybe take in account also terrain slopes and impact pathfinding? Do other RTS implement it?But just for a funny cheat they should not be needed.Vdrift art license is not very clear according to this: https://wiki.debian.org/Games/Vdrift/license-issues Quote Link to comment Share on other sites More sharing options...
Nolanjoker Posted August 17, 2013 Report Share Posted August 17, 2013 we have Gladiators here? Mirmillo, Thracian and Samnite. Quote Link to comment Share on other sites More sharing options...
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