Sighvatr Posted October 28, 2013 Report Share Posted October 28, 2013 I am currently working on painting the textures. Gonna pop up a screenie of my tower in case I need to triangulate or if the shape needs to be changed. 1 Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted October 28, 2013 Report Share Posted October 28, 2013 It would be nice if there was a ledge running under the crenels, like this one here (the white towers on the smaller elephants): Quote Link to comment Share on other sites More sharing options...
Sighvatr Posted October 28, 2013 Author Report Share Posted October 28, 2013 Sure. I guessed that I would have to conserve the number of faces I used for the tower and instead just to create a bump map effect for that ledge. I'll chuck in an extra lump on the tower. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted October 28, 2013 Report Share Posted October 28, 2013 The inside also needs to be deeper. Quote Link to comment Share on other sites More sharing options...
Sighvatr Posted October 28, 2013 Author Report Share Posted October 28, 2013 Is there any unit prop meshes I can find some where to compare sizes. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted October 28, 2013 Report Share Posted October 28, 2013 Is there any unit prop meshes I can find some where to compare sizes.Check out Hannibal's tower. Quote Link to comment Share on other sites More sharing options...
LordGood Posted October 28, 2013 Report Share Posted October 28, 2013 ledge should only add about 24 polys, if I did my math rightshouldn't weigh too heavy on the poly count 1 Quote Link to comment Share on other sites More sharing options...
Sighvatr Posted December 7, 2013 Author Report Share Posted December 7, 2013 Better? I will clean up the faces if this is appropriate. 1 Quote Link to comment Share on other sites More sharing options...
Enrique Posted December 7, 2013 Report Share Posted December 7, 2013 The shape looks better, but I think it needs to be deeper though.You should get rid of so many faces, the topology of your first WIP image is what you should aim for. That last image is too much unnecessary geometry for just plain faces. Remember that you can make the ledge "disconnected" from the rest of the mesh, so it makes it easier just to add like a "ring of only 4 sides" around the perimeter to make the ledge. Quote Link to comment Share on other sites More sharing options...
Sighvatr Posted December 7, 2013 Author Report Share Posted December 7, 2013 The shape looks better, but I think it needs to be deeper though.You should get rid of so many faces, the topology of your first WIP image is what you should aim for. That last image is too much unnecessary geometry for just plain faces. Remember that you can make the ledge "disconnected" from the rest of the mesh, so it makes it easier just to add like a "ring of only 4 sides" around the perimeter to make the ledge.I thought I just said I would clean up the many faces in the final shape? Nevermind..I'll deepen the platform and post a second image. Quote Link to comment Share on other sites More sharing options...
Enrique Posted December 7, 2013 Report Share Posted December 7, 2013 ok I didnt understand it. Please continue Quote Link to comment Share on other sites More sharing options...
Sighvatr Posted December 7, 2013 Author Report Share Posted December 7, 2013 Better now? Quote Link to comment Share on other sites More sharing options...
Enrique Posted December 8, 2013 Report Share Posted December 8, 2013 Yep! looking good.You can try to import a unit and even an elephant from the game so you can scale it accordingly.The unit meshes are located in http://svn.wildfiregames.com/public/ps/trunk/binaries/data/mods/public/art/meshes/skeletal/ and there you have m_pants.dae, m_tunic.dae etc...The elephant mesh/meshes are in the same folder (elephant_asian_male.dae) I think it's the asian one the one used by ptolemies? if not elephant_african_forest.daeYou have the instructions to import 0AD assets into blender in the first section of this tutorial: http://www.wildfiregames.com/forum/index.php?showtopic=17542 1 Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted December 8, 2013 Report Share Posted December 8, 2013 Ptolemies will be using African Forest Elephants. 1 Quote Link to comment Share on other sites More sharing options...
Sighvatr Posted December 8, 2013 Author Report Share Posted December 8, 2013 How do I retrieve the mesh? When I click on elephant_african_forest.dae, I get a line of code and not a download. Quote Link to comment Share on other sites More sharing options...
Enrique Posted December 8, 2013 Report Share Posted December 8, 2013 How do I retrieve the mesh? When I click on elephant_african_forest.dae, I get a line of code and not a download.You have two options, save all that text like a document and rename it with ".dae" extension, or just browse through the same path in your local copy of the game to find the ".dae" file Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted December 8, 2013 Report Share Posted December 8, 2013 A line? I may hope an entire file?A dae just is a text file (mainly XML with a lot of 3D coordinates), you just have to save it as .dae, and the rest will happen automatically (If you use Windows, you might need to activate displaying file extensions). Quote Link to comment Share on other sites More sharing options...
Sighvatr Posted December 8, 2013 Author Report Share Posted December 8, 2013 Alright, thank you. When I am finished texturing my model, how do I send both.dae file and textures back? Do I save in .dds format? Am I required to apply textures to model first in Blender?I made my models by creating the mesh and UV Maps in Blender, texture the UV map in GIMP, and then combine both texture and mesh on to a separate program for a game that displays the model. In that program I can tweak all of the preexisting shadows for the object and directly act as a resource for the game I was playing.What I am trying to say is that I am new to the process of importing/exporting and texturing meshes for 0 A.D. Quote Link to comment Share on other sites More sharing options...
Enrique Posted December 8, 2013 Report Share Posted December 8, 2013 You simply need that the UV coordinates of the mesh correspond with the texture you want to use. You export the mesh (as .dae) into a 0AD folder (normally in \0AD\binaries\data\mods\public\art\meshes\structural or \props)And you save the image that you want to use as texture (normally in \0AD\binaries\data\mods\public\art\textures\skins\props or \structural)Then you create an .xml file (or modify an existing one) where the game will know which mesh to load, and which texture to apply (these .XMLs are called actor files)This is part of the structure of an actor .xml:It's not showing the full file, but there you can see that you put the mesh ".DAE" path between the <mesh> tags, and then the path of the texture(s) between the <textures> tags that is going to use the model right after the <props> tags. It may look scary at first, but it's quite simple. In this example the elephant uses the "color" texture (baseTex), an specular texture for reflections (specTex) and a normal map for bumps and extra detail (normTex)ORYou can just zip the .dae file and the texture and post it here lol Quote Link to comment Share on other sites More sharing options...
Sighvatr Posted December 10, 2013 Author Report Share Posted December 10, 2013 Going from my research, these miniatures describe Hellenistic War Elephants the best. 1 Quote Link to comment Share on other sites More sharing options...
Sighvatr Posted December 10, 2013 Author Report Share Posted December 10, 2013 This is the Carthaginian War ElephantThis is the Seleucid War Elephant 1 Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted December 11, 2013 Report Share Posted December 11, 2013 I posted a very excellent reference on page 1. Let's go with that. Thank you. Quote Link to comment Share on other sites More sharing options...
LordGood Posted December 11, 2013 Report Share Posted December 11, 2013 I think primary sources would be more valuable in terms of historical accuracy, rather than an artistic representation out of historical context Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted December 12, 2013 Report Share Posted December 12, 2013 I think primary sources would be more valuable in terms of historical accuracy, rather than an artistic representation out of historical contextThe artistic representations are based on primary sources (they were created for Ancient Warfare Magazine, I have the issue). What the primary sources don't give is good texture and color, which the artistic representation does. Primary sources are often exaggerated and misshapen, which the artistic representations fix. Quote Link to comment Share on other sites More sharing options...
Sighvatr Posted December 12, 2013 Author Report Share Posted December 12, 2013 Which is why I posted some primary resources and another interpretation as well as further researching the materials. Im sorry Mythos for getting on your nerves about that. Its just that some of these references look too colorful to me and I question the artist's interpretation and where do they find the information they get for drawing the successor armies. For instance, I could not tell what the heck that tower howdah turret is made out of because it looks like painted clay bricks stacked on top of the african elephants back. Quote Link to comment Share on other sites More sharing options...
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