Stan` Posted February 3, 2014 Report Share Posted February 3, 2014 What do you think about brightening the door Lion ? You quoted but didn't answer. =) Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 3, 2014 Report Share Posted February 3, 2014 What do you think about brightening the door Lion ? You quoted but didn't answer. =) ah sorry this week was a I was too lazy, only, even I don't play(test the game). I will try today. You know when you don't sleep enough is hard be creative or productive. Quote Link to comment Share on other sites More sharing options...
Stan` Posted February 3, 2014 Report Share Posted February 3, 2014 ah sorry this week was a I was too lazy, only, even I don't play(test the game). I will try today. You know when you don't sleep enough is hard be creative or productive.Happens to me too just too proud to admit it Quote Link to comment Share on other sites More sharing options...
niektb Posted February 4, 2014 Author Report Share Posted February 4, 2014 (edited) I brightened the door, let's turn to finalizing the longhouse.Some last comments on the house:Stan, could you create a (small) bar at the top of the roof running from ornament to ornament?As this is a normal house it doesn't need too much props.What I propose:- a campfire in front of the door.- some spears standing near the wall.- a log with an axe or an axe in a tree stump.- a few wooden barrels / ceramic pots next to the walls Edited February 4, 2014 by niektb Quote Link to comment Share on other sites More sharing options...
niektb Posted February 8, 2014 Author Report Share Posted February 8, 2014 (edited) About importing: did you read these?http://www.wildfiregames.com/forum/index.php?showtopic=17542&p=273078http://www.wildfiregames.com/forum/index.php?showtopic=16654&page=2#entry253448http://trac.wildfiregames.com/wiki/Basic3DImplementationAbout player color:<?xml version="1.0" encoding="utf-8"?><actor version="1"> <castshadow/> <float/> <group> <variant frequency="1" name="Longboat"> <mesh>structural/viking_longboat.dae</mesh> <props> <prop actor="props/units/weapons/arrow_front.xml" attachpoint="projectile"/> <prop actor="props/structures/viking/longboat_sail.xml" attachpoint="root"/> </props> <textures><texture file="structural/viking_longboat.png" name="baseTex"/></textures> </variant> </group> <material>player_trans.xml</material></actor>This is an example of a actor file. Note below the line which states : <material>player_trans.xml</material> That line should be included to make sure that the alpha channel is turned to the player color.I think I know what went wrong with all the graphics not working. It's all my fault Instead of using this material file,<material>player_trans.xml</material>This one should be used:<material>player_trans_ao_parallax_spec.xml</material>The first does not have certain effects, the second does.That should deal with the strange graphics. Edited February 8, 2014 by niektb Quote Link to comment Share on other sites More sharing options...
Stan` Posted February 8, 2014 Report Share Posted February 8, 2014 (edited) Don't worry Niektb I included it In my files. I will finish certan tasks before coming back the longhouse. I'll make the AO and give the models when the props will be added. Are you okay with the current stage ? Edited February 8, 2014 by stanislas69 Quote Link to comment Share on other sites More sharing options...
niektb Posted February 10, 2014 Author Report Share Posted February 10, 2014 Yeah, though you should invert the normal map. Quote Link to comment Share on other sites More sharing options...
Stan` Posted February 10, 2014 Report Share Posted February 10, 2014 Should be better now =) Quote Link to comment Share on other sites More sharing options...
niektb Posted February 10, 2014 Author Report Share Posted February 10, 2014 Tweaked the roof a little as it seems to green to me: Quote Link to comment Share on other sites More sharing options...
Stan` Posted February 10, 2014 Report Share Posted February 10, 2014 The transparency is broken =S Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 10, 2014 Report Share Posted February 10, 2014 (edited) It Look good guys. Edited February 10, 2014 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
Stan` Posted February 10, 2014 Report Share Posted February 10, 2014 Fixed it. There is something wrong, looks like someone displaced it so the uv doesn't fit well (See last Image). So What would you see as prop ? Quote Link to comment Share on other sites More sharing options...
niektb Posted February 11, 2014 Author Report Share Posted February 11, 2014 (edited) post-15513-0-67641700-1392056465.png screenshot0032.png screenshot0033.png screenshot0034.png screenshot0035.pngFixed it. There is something wrong, looks like someone displaced it so the uv doesn't fit well (See last Image). So What would you see as prop ?That's strange. Did the displacement occur since the last update or was it already there? And is it only with the shield or are there other places too?I brightened the door, let's turn to finalizing the longhouse.post-15513-0-94869900-1391088854.pngSome last comments on the house:Stan, could you create a (small) bar at the top of the roof running from ornament to ornament?As this is a normal house it doesn't need too much props.What I propose:- a campfire in front of the door.- some spears standing near the wall.- a log with an axe or an axe in a tree stump.- a few wooden barrels / ceramic pots next to the wallsThis. Edited February 11, 2014 by niektb Quote Link to comment Share on other sites More sharing options...
Stan` Posted February 11, 2014 Report Share Posted February 11, 2014 I'm afraid it's been a long time. I'll try to fix the UV at least. Okay I'll make the props. Quote Link to comment Share on other sites More sharing options...
niektb Posted February 11, 2014 Author Report Share Posted February 11, 2014 (edited) I'm afraid it's been a long time. I'll try to fix the UV at least. Okay I'll make the props.No, it's in the texture. Compare the latest textures with the initial one. You'll notice an offset. I'll try to fix that today.Regarding to the props: Already a few props are in-game (e.g. campfire, barrels and props)You're off course allowed to create them yourselves, but it saves work to use the already existing props. Edited February 11, 2014 by niektb Quote Link to comment Share on other sites More sharing options...
Stan` Posted February 11, 2014 Report Share Posted February 11, 2014 The campfire will have its own animation so I'll do it last =) Quote Link to comment Share on other sites More sharing options...
Radagast. Posted February 11, 2014 Report Share Posted February 11, 2014 Wow, didn't know there is yet another civilization rising .. it's looking very good! Thanks dudes! Quote Link to comment Share on other sites More sharing options...
Stan` Posted February 11, 2014 Report Share Posted February 11, 2014 Don't worry Niektb I'll fix it =) I'm nearly done.Wow, didn't know there is yet another civilization rising .. it's looking very good! Thanks dudes!You are welcome. Quote Link to comment Share on other sites More sharing options...
niektb Posted February 11, 2014 Author Report Share Posted February 11, 2014 Don't worry Niektb I'll fix it =) I'm nearly done.You are welcome.What are you fixing? I just finished removing the offset from the texture, you should check the shields though. Quote Link to comment Share on other sites More sharing options...
niektb Posted February 11, 2014 Author Report Share Posted February 11, 2014 Just wanted to share some WIP-screenshots I made this week. I was busy re-assigning stuff, and the results? Well, see for yourselves: Quote Link to comment Share on other sites More sharing options...
Stan` Posted February 11, 2014 Report Share Posted February 11, 2014 Quote Link to comment Share on other sites More sharing options...
niektb Posted February 11, 2014 Author Report Share Posted February 11, 2014 (edited) I think pots would better fit near the door. Looks good though.Oh, and could you create an attachpoint called "projectile"? Edited February 11, 2014 by niektb Quote Link to comment Share on other sites More sharing options...
Stan` Posted February 11, 2014 Report Share Posted February 11, 2014 (edited) Okay, now two things, Your texture is again not transparent. So I give mine which is also fixed. I'll move the props.Viking_struct.7zI'll also add The whole project. I think I'm done with it =) When I will have finished all the others project, I may be free for you again.Longhouse-Final.7z Edited February 11, 2014 by stanislas69 Quote Link to comment Share on other sites More sharing options...
wraitii Posted February 11, 2014 Report Share Posted February 11, 2014 This is looking pretty good, guys Quote Link to comment Share on other sites More sharing options...
Stan` Posted February 11, 2014 Report Share Posted February 11, 2014 This is looking pretty good, guys I'm glad you like it =) Edited my post. Quote Link to comment Share on other sites More sharing options...
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