Lion.Kanzen Posted May 16, 2014 Report Share Posted May 16, 2014 Temples, Towers, Houses. Quote Link to comment Share on other sites More sharing options...
niektb Posted May 17, 2014 Report Share Posted May 17, 2014 (edited) I tested some more and I can confirm that the temples and the houses need a UV remap.Also I discovered we lack some unit portaits and the following:Missing prop points:ERROR: Failed to find matching prop point called "fire" in model "art/meshes/structural/egypt_blacksmith.dae" for actor "blacksmith" => FixedERROR: Failed to find matching prop point called "garrisoned" in model "art/meshes/structural/egypt_large_temple.dae" for actor "large_temple" => FixedERROR: Failed to find matching prop point called "garrisoned" in model "art/meshes/structural/egypt_temple.dae" for actor "temple" => FixedERROR: Failed to find matching prop point called "garrisoned" in model "art/meshes/structural/egypt_barracks.dae" for actor "barracks" => FixedMissing files:ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/units/egypt_infantry_javalinist_b.xml" => FixedERROR: CCacheLoader failed to find archived or source file for: "art/textures/ui/session/portraits/units/egypt_infantry_swordsman_2"ERROR: CCacheLoader failed to find archived or source file for: "art/textures/ui/session/portraits/technologies/structures/temple.png" Edited May 18, 2014 by niektb Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 17, 2014 Report Share Posted May 17, 2014 The first is blacksmith im not sure how fix it, im not expert yet in.3D and same for garrisoned actor I need a explain about them.Missing Javelin it's is twice The second of this series i don't make the icon. Is not hard to fix.The last need new icon is SB1 I planned Egyptians have 3 Special buildings.For now I'm working inn 3D model of granary and storehouse today only I do that. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 17, 2014 Report Share Posted May 17, 2014 i get this.ERROR: File 'simulation/data/technologies/structure_temple.json' does not existERROR: Failed to load technology "structure_temple"WARNING: Tried to get data for invalid technology: structure_templeERROR: JavaScript error: gui/session/utility_functions.js line 621 TypeError: template is null getEntityNames@gui/session/utility_functions.js:621 setupUnitPanel@gui/session/unit_commands.js:707 updateUnitCommands@gui/session/unit_commands.js:1128 updateSelectionDetails@gui/session/selection_details.js:411 onSimulationUpdate@gui/session/session.js:539 onTick@gui/session/session.js:417 __eventhandler207 (tick)@sn tick:0 Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted May 18, 2014 Report Share Posted May 18, 2014 This is due to a change you made: https://github.com/0ADMods/Aristeia/commit/bba32d299b5f1d1096bd61de431c78facb60bb4e#diff-5f67c35c8fa0e84b806561ea51f854c1structure_temple_large is a technology name that unlocks the large temple. So yes, structure_temple as a technology doesn't exist, and it should be structure_temple_large. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 18, 2014 Report Share Posted May 18, 2014 This is due to a change you made: https://github.com/0ADMods/Aristeia/commit/bba32d299b5f1d1096bd61de431c78facb60bb4e#diff-5f67c35c8fa0e84b806561ea51f854c1structure_temple_large is a technology name that unlocks the large temple. So yes, structure_temple as a technology doesn't exist, and it should be structure_temple_large. how I can créate a technologies , I'm really interesting in that stuff Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted May 18, 2014 Report Share Posted May 18, 2014 Technologies are defined in simulation/data/technologies. There you can define the names, the tooltips, the effects. Then you need to make them researchable (if they're not auto-researched) in the productionqueue of an entity. (see http://trac.wildfiregames.com/wiki/Technology_Templates and http://trac.wildfiregames.com/wiki/TechModifications). Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 18, 2014 Report Share Posted May 18, 2014 Technologies are defined in simulation/data/technologies. There you can define the names, the tooltips, the effects. Then you need to make them researchable (if they're not auto-researched) in the productionqueue of an entity. (see http://trac.wildfiregames.com/wiki/Technology_Templates and http://trac.wildfiregames.com/wiki/TechModifications).Thank you a lot you are one most helpful developer here. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 18, 2014 Report Share Posted May 18, 2014 (edited) Im tired right now, tomorrow I wll Finished Edited May 18, 2014 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
thamlett Posted May 18, 2014 Report Share Posted May 18, 2014 Good work Lion 1 Quote Link to comment Share on other sites More sharing options...
Radagast. Posted May 19, 2014 Report Share Posted May 19, 2014 ERROR: CCacheLoader failed to find archived or source file for: "art/textures/ui/session/portraits/technologies/structures/temple.png"That one I will fix with the next commit. Thus there's only one issue left and I'll fix it by providing a dummy image from the ptolemies in the next commit too: ERROR: CCacheLoader failed to find archived or source file for: "art/textures/ui/session/portraits/units/egypt_infantry_swordsman_2" Quote Link to comment Share on other sites More sharing options...
Radagast. Posted May 19, 2014 Report Share Posted May 19, 2014 (edited) Okay. It's not now committed. Figured that the portrait for the Egyptian swordsman_2 existed but the .png ending was missing in the actor. Edited May 20, 2014 by Hephaestion Quote Link to comment Share on other sites More sharing options...
niektb Posted May 20, 2014 Report Share Posted May 20, 2014 (edited) I tried to fix the temple UV's but I ran into another strange issue:https://www.dropbox.com/s/dfaafed81tln1uq/Screenshot%202014-05-20%2021.07.20.pngDoes anyone has clues on how to fix this? (that is the light differences, while these faces are mapped on the same part of the texture) Edited May 20, 2014 by niektb Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 20, 2014 Report Share Posted May 20, 2014 I tried to fix the temple UV's but I ran into another strange issue:https://www.dropbox.com/s/dfaafed81tln1uq/Screenshot%202014-05-20%2021.07.20.pngDoes anyone has clues on how to fix this? (that is the light differences, while these faces are mapped on the same part of the texture)not bad hahahaha now is more easy to fix. Quote Link to comment Share on other sites More sharing options...
niektb Posted May 20, 2014 Report Share Posted May 20, 2014 (edited) not bad hahahaha now is more easy to fix.Indeed. 3D modeling is certainly not a part of my skillset. But it is certainly an enhancement (the original was a complete mess) Edited May 20, 2014 by niektb Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 20, 2014 Report Share Posted May 20, 2014 ok you copmitted this I try to fix the Obelisk. Sicerily I like it. Me gusta Quote Link to comment Share on other sites More sharing options...
niektb Posted May 20, 2014 Report Share Posted May 20, 2014 ok you copmitted this I try to fix the Obelisk. Sicerily I like it. Me gusta But as I said there a brightness differences between the lower stones and the standing walls, with the obelisk is nothing wrong (except that it isn't really beautiful) Quote Link to comment Share on other sites More sharing options...
Radagast. Posted May 21, 2014 Report Share Posted May 21, 2014 It's okay for a start, we can improve it later, e.g. the Obelisk. Thx for fixing it, Niek. Does anyone know if we don't have textures other than AO? Do we always use egypt_struct.png? And if we do how is it possible to have different UV mapping for AO and diffuse? I didn't know that's possible. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 21, 2014 Report Share Posted May 21, 2014 The females can't build large temple, rank tech is needed for barrack instead actually pair, that is for blacksmith.The healer got problem, I prefer convert be a ability like repair than a action like attack. -I'm thinking in a Cavalry Stable. Or Nubian Embassy, can be like Seleucid tech select between two or even three foreign mercenary ( sea people, nubian, berebers) -The mace can be one kind, the bronze one, even is portrait in some egyptian walls.I need melee chariot spear and archer chariot .Niektb how you fix the axe problem? Quote Link to comment Share on other sites More sharing options...
Radagast. Posted May 22, 2014 Report Share Posted May 22, 2014 I've fixed buildings, but the scale of UV islands is something we must be careful with. Otherwise the bricks don't fit anymore .. and exactly that is what we deal with here too.I fixed two houses. Yet some remain.TThe points you mention sound reasonable. I'm not sure how quick I can add those ... (especially the Convert is something for later, we better start balancing a bit later once we're settled. currently I feel like I can't handle it all as in the next days I have to replace one of our farm's workforces, i.e. sheep milking, cow feeding, cheese making, ... I might have no time at all for half a week again.) 1 Quote Link to comment Share on other sites More sharing options...
Radagast. Posted May 22, 2014 Report Share Posted May 22, 2014 (edited) Ok, I didn't notice. It can indeed handle more UV maps. (PropertiesPanel->Vertices (that Triangle) -> UV maps.)That's where the UV map for the ambient occlusion (ao) is.We have still some distortion but it should be ready soon.Though I now wonder how I could add a normal map. Probably have to change the XML/Actor material. Edited May 22, 2014 by Hephaestion 1 Quote Link to comment Share on other sites More sharing options...
niektb Posted May 22, 2014 Report Share Posted May 22, 2014 Look to the egyptian CC. (Maybe I already have done so with the houses) Quote Link to comment Share on other sites More sharing options...
Radagast. Posted May 22, 2014 Report Share Posted May 22, 2014 Ok, will look at it. You added it for the houses too? AO we have. But Normal maps I couldn't find yet. (though I think those are more important than AO but this might be different in 0A.D.)Here's a screeny: Quote Link to comment Share on other sites More sharing options...
niektb Posted May 22, 2014 Report Share Posted May 22, 2014 <variant frequency="2" name="House A"> <mesh>structural/egypt_house.dae</mesh> <textures> <texture file="structural/egypt_struct.png" name="baseTex"/> <texture file="structural/egypt_struct_norm.png" name="normTex"/> <texture file="structural/egypt_struct_spec.png" name="specTex"/> <texture file="structural/ao/egypt_house.png" name="aoTex"/> </textures> </variant>Sure I added it. Quote Link to comment Share on other sites More sharing options...
Radagast. Posted May 22, 2014 Report Share Posted May 22, 2014 (edited) Awesome. indeed i see now.Anyone knows why we have house_b and house_b2 and house_c and house_c2 ?When I imported those, then all were equal. We should not have those 2 variants if they are no variants (and I don't see any difference. Perhaps I'm blind.).COLLADA .dae is XML and hence is being versioned by Git. Thus smaller 'improvements'/changes should be exported into the same .dae which was imported before improving it. No offense, I just wondered about what those are good for. Surely I'm just missing the point. Edited May 22, 2014 by Hephaestion Quote Link to comment Share on other sites More sharing options...
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