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Messages - Trilby

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1
Graphics / Re: Buttress walls - Trilby's scenic projects
« on: May 28, 2012, 07:42:33 PM »
Now working on a set of additional walls for use in Maylon's Grave. These should hopefully update the current Council wall tileset, for a version that looks older and will not look too out of place alongside the Buttress meshes. In this way we can still see that the location is related to the Council of Summoners.


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Graphics / Re: Use of 0AD plants, scrubs, animals and buildings?
« on: May 23, 2012, 08:25:21 PM »
Hello poVoq

Would you be able to provide a repo or otherwise upload these converted meshes? I wouldn't mind trying my hand at integrating these for local build and see how they look. I've done a small amount of work with the xml files on the data side before. In lieu of an editor I have been motivated to look into integrating meshes manually.

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Graphics / Re: Buttress walls - Trilby's scenic projects
« on: May 22, 2012, 03:34:38 PM »
This .zip archive adds the ruined wall section to the vault environment used in Maylon's Grave. I've set up the files in their respective directories, so everything should be in place, including the xml files to properly wire in the ruin-mesh, including an updated materials script so the all vault walls appear to react to the player light-source.

(Note: This will add new files and overwrite/update older ones)

Please give this a try and let me know what you think, and whether you would like to see more pieces added to the vault environment.

https://www.box.com/s/ef9173ffb036bbb66fcd

You should end up with something like this  :)


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Graphics / Re: Buttress walls - Trilby's scenic projects
« on: May 16, 2012, 07:53:57 PM »
As it turns out, I have a lot to learn about making a good looking normal map. Maybe it's just the basic texture or my ineptitude, but the buttress walls didn't transfer well judging by Blender internal.

Anyway.

This picture is from the first in game test of a new ruined wall mesh for the "vault" environment. I need to finish texture mapping and adding extra details like tree roots. From this test the ruined section didn't block a corridor yet --but I may have to watch out for that.


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Graphics / Re: mummy tex
« on: May 13, 2012, 01:13:37 PM »
hello hirohito,

Generally speaking, your basic texture images look quite good. However the whole model appears quite undefined and lacking detail. The mummy would look much better if you could re-address the underlying mesh a lot more, by defining shape first, before continuing to work on the texture.

A number of areas look to be significantly out of proportion such as the head, arms and length of the feet. But I also think the depth of the model needs to be looked at more closely. At the moment the mummy looks quite flat. I would recommend using anatomical reference images, projecting these as background images in front and side views in your 3D editor, will help greatly with proportion and depth.

The more defined forms in the mesh can then later be reinforced with details in the texture, such as how the bandages would be wrapped where the legs/hips meet. A more detailed shape for the head can be used to define the texture better. Even on a figure like this, the head should be the focal point. I think the bandages there should follow the topology of the face more, or alternatively model a death mask or burial jewellery.

I've not read much discussion on the background for the dwarfen mummies, but I would suppose them to have some ornate detail, after all, the Dwarfs went to some length to prepare their dead ritualistically for some afterlife. The higher social classes might contain more expensive detail (crowns, head masks, torques etc) where as the servants may just wear a sigil or marking of their liege-lord/master etc, something to show they are bound in service after their master's death. Etc.

I did a few quick concept drawings of a dwarfen mummy quite a while ago. May be they would spark some interest or ideas.



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Graphics / Re: Buttress walls - Trilby's scenic projects
« on: May 08, 2012, 10:52:15 PM »
Thanks for posting. I had a look at those models. Although our tile sets are set up quite differently from these, I've already taken a few pointers from them. With the low-poly meshes normal mapping on those models really helps visual impact, and ideally I would like to see SumWars' models use that extra level of detail too. I'm assuming we don't have that functionality with the OGRE materials yet?

Currently I'm looking to make a few more tile sets for different environments. As most of the regions are outdoors, I think I may concentrate on varying the types of exterior region walls that we have.

7
Help / Re: Kubuntu build from src --Error
« on: May 08, 2012, 10:35:57 PM »
I think I had a similar error judging by your logs. I had to manually edit the plugins.cfg within ~./sumwars

The "PluginFolder=" line had defaulted to NOTFOUND. So I adjusted this to match the path where my OGRE libs were. /usr/lib/OGRE or /usr/local/lib/OGRE/

I don't know if this will fix your issue, but you could check that.

8
Graphics / Re: Buttress walls - Trilby's scenic projects
« on: April 30, 2012, 07:14:32 PM »
Well, I did start to work on a few ruin-type meshes to fit with these, as well as looking into some area transition models. Time to take another go at them, I think. I will also post the working blend file at some point too.

Meanwhile, as some players may have noticed that the new walls for inside Maylon's Grave are very bright compared with the floor and border materials. Being new to converting to OGRE meshes, I didn't know how to fix this. However after looking into it again, I figured some things out. I hand edited the file produced by the exporter //share/resources/materials/scripts/Buttress_old.material

change the line: colour_op replace to colour_op modulate

You may want to alter the first few settings too, so they're not too dark! I've used the settings from cave.material

Code: [Select]
ambient 0.5 0.5 0.5 1.0
diffuse 1 1 1 1
specular 0 0 0 1
emissive 0 0 0

Here's the preview of changes:


9
General Discussion / Re: SumWars in LXF
« on: January 12, 2012, 11:57:32 PM »
Blows the dust and cobwebs from this topic. Lights the torch and descends into the vault...  ;)

Just to let you all know, Summoning Wars features in the HotPicks section of February's Linux Format magazine. This February, I mean, rather than last March.


10
Sound & Music / Re: Gameplay music
« on: December 11, 2011, 02:12:11 PM »
Thanks Trilby! Not sure what you mean about the choir though... you think it's unfitting?

Heavens, no. I actually meant it as an endorsement. I really like choral/voice work in orchestral music but I also think it suits this piece wonderfully.  :)

11
Sound & Music / Re: Gameplay music
« on: December 09, 2011, 09:04:15 PM »
Well... I love it, so far! Nice work, West.

If it would have been a welcome suggestion, I would have favoured a choir section to another composition. Not just because I'm hooked to the latest Skyrim soundtrack, either.  ;)

12
Graphics / Re: new stuff
« on: November 09, 2011, 02:12:01 PM »
Nice work. These should go a long way to improving the look of Dwarfenwall.

I think the textures need some discolouration, so that they look weathered and dirty in the right places. Will the flags and pennants be animated?  :)

13
Graphics / Re: Buttress walls - Trilby's scenic projects
« on: November 02, 2011, 10:07:21 PM »
These wall sections can now be accessed from svn. Kalimgard has very kindly wired them in, and are present at Maylon's Grave.  :D

Due to the overall depth of the mesh geometry, the joining walls for each outer corner suffered from from a few graphics problems. Overlapping faces and clipping.

The following files should correct this. Contained in the zip archive are two outer corner meshes.

buttress_wall_cOut1 -- is the new corner mesh.
buttress_wall_cOut2 --is the old mesh with a new name. This mesh should be used in manually written obj-groups, where it's placement can be specified.


EDIT: NEW LINK

http://www.box.net/shared/5ftk9xicymbcaaozck6i

Again I've modified the meshes to resolve a second issue. Once wired in it became apparent that the ground texture used to fill the spaces at the border, was clipping the walls, due to them being set unusually far back.

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Graphics / Re: Buttress walls - Trilby's scenic projects
« on: October 31, 2011, 07:19:43 PM »
Here are the exported meshes for all buttress wall sections. Including exported material file and texture image.

UPDATED LINK BELOW

15
Graphics / Re: Buttress walls - Trilby's scenic projects
« on: October 30, 2011, 07:56:53 PM »
The base of my wall sections need a careful re-texture, but that's not the issue.

Excuse the trees. ;D  They make Maylon's Grave look like Tomb Raider, but I suppose that's apt.  ;) I cloned a lot of the entries within obj_templates.xml, to create a new "buttress" environment and switched to use this with Maylon's Grave lvl 1.



I hadn't realised just how heavily the exported Ogre mesh refers to Blender's object origin point. So, I've been fighting to get these wall sections to join when placed by the map generator. I believe I've got their default positions lined up as well as I can. Unfortunately the outer corner runs into trouble in every instance. It's almost as if the length of each wall joining this outer corner is 0.5 section too long.

The overall symmetry is also effected. I wondered if it would be an easy thing to change: If each wall was always arranged by the map generator, to place it's largest meshes in the center of a wall, with the smaller meshes at either side? So all walls would be constructed like: 0.5, 1 , 2, 4, 2, 1, 0.5 (if you understand my meaning).


EDIT

Complete re-texture of buttress base. Also adjusted the hue and reintroduced contrasting colours to make the texture more interesting and naturalistic (i.e red and green hints). I think these walls could work well for outdoor environments too.

Also tiles well between sections.  :D


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