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The Undying Nephalim
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As Alexander already told you the identifier has to be unique. So those two skeletons are not going to work. (Giving more descriptive names also helps)

The error you get is likely caused by the game picking the wrong skeleton, due to the name collision, which messes up your anim.

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The model seems to be loading now! I'm so glad I got it to work.

So just to clarify, models determine their animation by the name of the root joint in a skeleton file that matches the name of the root joint in their .dae file? That's a pretty neat and interesting method of determining what animations to use, I don't think I've seen that before in any other engine.

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Glad you got it to work (y)

Skeleton files seem to be a point of confusion for many people. I'm not sure if we already have a recent and up to date resource to point people to. If not, I think it would be worth capturing what was learned and sharing it with others that could be used in the future.

It would also be good to capture and document your art flow from Maya as a legitimate method of making models and animations for 0 A.D.

I know documenting is a pain, but it is a tremendous resource to those that don't know where to begin.

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  • 4 weeks later...

Well, I don't know how to classify this news but I think it's safe to say I simply do not have enough time to work on this game. My two other projects are pretty much nuking all of my time, it will be years before those are even finished. I might still make models for this project whenever I have freetime, but I do not think I'll have any time to work in the engine and get animations in any time soon at all. I guess I'll just post out of engine renders here from time to time if that's ok with the moderators:

vederiction_by_undyingnephalim-d8qqic8.ja_machine_of_faith_by_undyingnephalim-d8

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It's sad to see you go. As a programmer, I found it great to see what you could do with our code. Especially as the code is still made mainly with 0 A.D. in mind, and not with futuristic or fantasy renderings.

Showing what other stuff can be done with code is both a motivation and a test.

I'd prefer to see renderings done with our engine of course, but I have nothing against people showing their work. So that's fine for me (though starting a new thread in the off-topic section might be better for that purpose, as it's not related to the engine any more).

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I'd prefer to see renderings done with our engine of course, but I have nothing against people showing their work. So that's fine for me (though starting a new thread in the off-topic section might be better for that purpose, as it's not related to the engine any more).

When I finish models I suppose I can still import them into 0AD and screenshot them. They'll just probably all be static models with no animations though like all my previous screenshots. It's the animation process that's eating up too much time.

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  • 4 months later...
  • 3 weeks later...
  • 2 months later...

Well, I finished up all the units for my first civilization:

 

Spoiler

 

zevestivan_war_toys_by_undyingnephalim-d

 

 

Here's a bit of general information about them:

 

Spoiler

 

INFANTRY

Militia: An easily massed force of volunteer soldiers armed with a semi automatic assault rifle. Their primitive armaments can't really do much damage but they serve as decent cannon fodder on the front lines.

Rocketeer: Anti vehicle specialist. With the exception of energy shielding, Rocketeers are the go to soldier to bring down the more sophisticated vehicles deployed by other alien races.

Mortar Team: Suppression Fire specialist. Mortar Teams are effectively extremely light artillery, able to clear out heavily congested areas of smaller infantry and bombard stationary structures.

Battle Nun: Supreme commanders of the Zevestivan faith, these preachers can command fellow soldiers in battle. They improve the performance of all soldiers around them, increasing accuracy, reload times, and movement speed.

LIGHT VEHICLES
Buggy: A fast all purpose scout and raiding vehicle. These buggies can race across most terrain to seek out enemy fortifications. Thier mounted machine guns can tear down light targets.

Bunker Buggy: A fast armored transport vehicle. Bunker Buggies can be loaded up with multiple troop configurations and be used as a mobile bunker.

Flak Crawler: Rapid Fire anti-infantry/anti-air vehicle. These durable tanks have 360 fire range and can mow down infantry and puncture holes in most aircraft with ease. They are much less effective against heavy armor.

Rocket Crawler: Rapid Fire anti-armor vehicle. Rocket Crawlers can unleash a barrage of explosive projectiles, puncturing and destoying armored targets with ease. With sustained barrages they have been known to break through energy shielding as well.

TANKS
Mauler: All purpose light assault tank. Maulers are swift tanks armed with a heavy armor peircing machine gun. They are optimal against all infantry and can puncture most light armors, but heavier armor and energy shields can hold them at bay.

Bruzer: Heavy Assault Tank. Bruzers fire high velocity armor pericing rounds and can damage all targets short of heavy energy shielding. Their relative speed makes them invaluable.

Cyclone: Medium Assault Energy Tank. Cyclones are armed with low wavelength rapid fire energy cannons. This makes them acceptable at downing energy shields and burning unarmoed infantry alive, but they deal less damage against armor.

Maelstrom: High Power Siege Tank: The Maelstrom is armed with two powerful beam cannons that can burn though all known armors. In addition they can break through most known energy shields with a consistent and focused assault.

 

 

Edited by The Undying Nephalim
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