10 | | An example: the Iberians (native to the peninsula of Iberia, modern day Spain and Portugal). They are fierce defenders of their homeland. Strength does not lie in numbers but in the skilled tactics of guerilla warfare. The weapons given to a unit are therefore numerous and versatile. Units often serve a dual purpose role and are equipped as such. Their amour and garments are practical with colors alluding to their ability to camouflage with their surroundings. Their buildings are strong and practically built. |
11 | | |
12 | | History and its usage in the game are paramount. When in doubt ask a WFG historian. |
13 | | |
14 | | Realism is always an interesting topic of discussion. Realism, while important does take a back seat to a more important player – Gameplay. Gameplay trumps Realism when the two topics disagree. Realism might dictate that a phalanx formation included over 500 soldiers, but gameplay only allows so many units on the screen at one time – not to mention the serious pathfinding and control issues so many units in the game would cause. Therefore gameplay dictates that we limit the formation to 20 or so units. Numerous examples such as this may be found in the game design discussions. We are creating a game after all, not a simulation. |
15 | | |
16 | | __Exaggeration__ |
17 | | |
18 | | This, at first may seem in direct contraction to our attempt to attain realism, and that may be true. Although all the entities in the game should be based in reality that does not mean that you should disregard exaggeration. These figures featured in the game are many times larger than life. Exaggeration in the game can best be described as a heightened sense of reality. |
19 | | |
20 | | __Phases__[[BR]] The game does not advance through Ages (like the Age of Empire series games), but rather phases of growth. In the interests of reducing art workload, building models are not replaced''' '''with upgraded versions when a player advances from one phase to another. Therefore only one set of structure models is needed per civilization. |
21 | | |
22 | | __Citizen Soldiers'''''''''''__'''''''''' |
23 | | |
24 | | Citizen soldiers are entities (units) that change appearance as they are played in the game. They upgrade based on combat experience. Their appearance changes when this upgrade is complete. Here is the general guide for appearance based on a unit’s rank: |
| 9 | An example: the Iberians (native to the peninsula of Iberia, modern day Spain and Portugal). They are fierce defenders of their homeland. Strength does not lie in numbers but in the skilled tactics of guerilla warfare. The weapons given to a unit are therefore numerous and versatile. Units often serve a dual purpose role and are equipped as such. Their amour and garments are practical with colors alluding to their ability to camouflage with their surroundings. Their buildings are strong and practically built. |
| 10 | |
| 11 | History and its usage in the game are paramount. When in doubt ask a WFG historian. |
| 12 | |
| 13 | Realism is always an interesting topic of discussion. Realism, while important does take a back seat to a more important player – Gameplay. Gameplay trumps Realism when the two topics disagree. Realism might dictate that a phalanx formation included over 500 soldiers, but gameplay only allows so many units on the screen at one time – not to mention the serious pathfinding and control issues so many units in the game would cause. Therefore gameplay dictates that we limit the formation to 20 or so units. Numerous examples such as this may be found in the game design discussions. We are creating a game after all, not a simulation. |
| 14 | |
| 15 | Exaggeration |
| 16 | |
| 17 | This, at first may seem in direct contraction to our attempt to attain realism, and that may be true. Although all the entities in the game should be based in reality that does not mean that you should disregard exaggeration. These figures featured in the game are many times larger than life. Exaggeration in the game can best be described as a heightened sense of reality. |
| 18 | |
| 19 | Phases[[BR]] The game does not advance through Ages (like the Age of Empire series games), but rather phases of growth. In the interests of reducing art workload, building models are not replaced with upgraded versions when a player advances from one phase to another. Therefore only one set of structure models is needed per civilization. |
| 20 | |
| 21 | Citizen Soldiers |
| 22 | |
| 23 | Citizen soldiers are entities (units) that change appearance as they are played in the game. They upgrade based on combat experience. Their appearance changes when this upgrade is complete. Here is the general guide for appearance based on a unit’s rank: |
27 | | * ADVANCED: Light trooper, lower/middle classed soldier, with moderate arms |
28 | | * ULTIMATE / ELITE: Veteran warrior, the elite status. They possess the best weapons and the best armor. |
29 | | |
30 | | __Player Color__''''''''''' |
31 | | |
32 | | Colors on the units should be neutral (skin tones, browns, grays, golds, bronze, etc...), because bright and saturated color will be used as a player’s color to show ownership. Player color usually is found on decorative elements of a texture. Learn more about how to create player color in the texture and skin section of this document. |
33 | | |
34 | | __Building Shape Consistency'''''''''''__'''''''''' |
| 26 | * ADVANCED: Light trooper, lower/middle classed soldier, with moderate arms |
| 27 | * ULTIMATE / ELITE: Veteran warrior, the elite status. They possess the best weapons and the best armor. |
| 28 | |
| 29 | Player Color |
| 30 | |
| 31 | Colors on the units should be neutral (skin tones, browns, grays, golds, bronze, etc...), because bright and saturated color will be used as a player’s color to show ownership. Player color usually is found on decorative elements of a texture. Learn more about how to create player color in the texture and skin section of this document. |
| 32 | |
| 33 | Building Shape Consistency |
66 | | ||'''General'''[[BR]] ui - User Interface[[BR]] prop - prop[[BR]] wrld – world[[BR]][[BR]]If none of the above, do not use[[BR]] [[BR]] '''Civ'''[[BR]] rome - roman[[BR]] hele - hellenes[[BR]] celt - celt[[BR]] pers - persian[[BR]] kart - carthaginians[[BR]] iber - iberians[[BR]] brit - britons[[BR]] gaul - gallic[[BR]] pole - poleis [[BR]] mace - macedonians[[BR]] [[BR]] '''Extra'''[[BR]] b - basic[[BR]] a - advanced[[BR]] e - elite[[BR]] f - fall[[BR]] s - summer[[BR]] p - spring[[BR]] w - winter[[BR]] #- numbers[[BR]] etc...||'''Type'''[[BR]] ''__Buildings__''[[BR]] cc - civilization center[[BR]] ho - house[[BR]] fc - farm center[[BR]] fv - farm - vegetation[[BR]] fa - corral - animal[[BR]] rc - resource center[[BR]] tf - free standing tower - scout tower[[BR]] wc - wall[[BR]] wg - wall gate[[BR]] wt - wall tower[[BR]] pc - port center[[BR]] mc - military center[[BR]] tc - trade center[[BR]] hc - health center[[BR]] ff - fortress[[BR]] sb - special building [[BR]] ''__Units__''[[BR]] isw - infantry swordsman[[BR]] isp - infantry spearman[[BR]] ijv - infantry javelinist[[BR]] isl - infantry slinger[[BR]] iar - infantry archer[[BR]] csw - cavalry sword[[BR]] csp - cavalry spear[[BR]] cjv - cavalry javelin[[BR]] car - cavalry archer[[BR]] fem - female worker[[BR]] med - healer[[BR]] trd - trader[[BR]] sr - siege - rock thrower[[BR]] sp - siege - spear/bolt thrower[[BR]] sr - siege - ram[[BR]] mer - merchantman ship[[BR]] bir - bireme[[BR]] tri - trireme[[BR]] qui - quinquereme[[BR]] su1 - super unit 1[[BR]] su2 - super unit 2[[BR]] su3 - super unit 3[[BR]] hr1 - hero 1[[BR]] hr2 - hero 2[[BR]] hr3 - hero 3[[BR]] scn - scenario unit|| |
67 | | |
68 | | = '''__ [ Art Pipeline]__''' = |
69 | | The following diagram displays the basic flow of art pipeline as content is created for the game. It starts up in the top left and is completed at the bottom right. The remainder of this document will be used to describe these processes in more detail. This section’s intent however is to provide you with a brief overview. |
70 | | |
71 | | '''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image002.gif)]]''' |
72 | | |
73 | | '''1) Design Document''' |
74 | | |
75 | | The design document dictates the design of the game. Game designers have pooled their efforts with the game’s historians to create a written description for every entity in the game. This written design concept is created with the purpose of directing the concept artist. The written design concept might refer to reference images to aid in visually describing the entity. |
76 | | |
77 | | '''2) Concept''' |
78 | | |
79 | | Next, the written concept goes to the concept designers for their first draft. As with some things in the Art Department, there is no set limit to the number of revisions a concept designer will do to ‘get it right’. It is a hit or miss process guided by feedback from the lead until you get close or nail it on the head. Once a concept is deemed complete for the character, a front and side character design should be rendered to aid the modelers and textures. |
80 | | |
81 | | '''3) Modeling''' |
82 | | |
83 | | Based on the concept or written description, a 3D model is then made fitting the concept as close as possible within the restraints of the modeling specifications found later in this document. The modeling process also includes unwrapping and exporting a uvw map for use by the texture artist. |
84 | | |
85 | | '''4) Texture''' |
86 | | |
87 | | A skin (or texture) for the 3D model is then created. This may be created from scratch, using reference textures, or even utilizing the concept to make the best possible texture. Close attention is made to the texture to give it a worn and used appearance. Artificial shadows are created on the texture to fill in the details that a low poly mesh is not capable of doing. In some cases player color or transparency is used on the texture. In this case the alpha channel utilized to accomplish this. More details to follow later in the document. |
88 | | |
89 | | '''5) Rigging/Animation''' |
90 | | |
91 | | Non-static models require rigging and animation. This is a complex process that is discussed in more detail in the Animation section. |
92 | | |
93 | | '''6) Export''' |
94 | | |
95 | | Finally, the models and textures need to be exported and implemented into the game engine. TGA and BMP files are converted to DDS files (if not already exported as a DDS). DAE files are exported to the /mesh and /animation folders. |
96 | | |
97 | | '''7) Actor''' |
98 | | |
99 | | Actor files are an XML file that defines the visual properties of an entity in the game. These actor files in essence are the glue that puts parts together. The file points and references the mesh, texture, and animations of a unit. They also specify object color, player color, and shadow properties. Any mesh or animation created won’t be recognized by the game engine unless it is referenced by an actor XML file. |
100 | | |
101 | | = '''[ CONCEPTS]''' = |
102 | | Concepts are very important to designing a game. One large reason is that we can all view the collective ‘vision’ behind the artwork in the game before it goes through entire art pipeline. This gives it all a sense of collectiveness. After-all this is one game and not a hodge-podge of artistic styles that very from individual to individual. [[BR]] [[BR]] Concepts are the foundation of the rest of the artwork that we will be doing for the game. What is created by the concept artists will move down the ‘assembly’ line to the modelers and skinners.[[BR]] [[BR]] Refer often to the civilization design documents: |
| 65 | ||General[[BR]] ui - User Interface[[BR]] prop - prop[[BR]] wrld – world[[BR]][[BR]]If none of the above, do not use[[BR]] [[BR]] Civ[[BR]] rome - roman[[BR]] hele - hellenes[[BR]] celt - celt[[BR]] pers - persian[[BR]] kart - carthaginians[[BR]] iber - iberians[[BR]] brit - britons[[BR]] gaul - gallic[[BR]] pole - poleis [[BR]] mace - macedonians[[BR]] [[BR]] Extra[[BR]] b - basic[[BR]] a - advanced[[BR]] e - elite[[BR]] f - fall[[BR]] s - summer[[BR]] p - spring[[BR]] w - winter[[BR]] #- numbers[[BR]] etc...||Type[[BR]] Buildings[[BR]] cc - civilization center[[BR]] ho - house[[BR]] fc - farm center[[BR]] fv - farm - vegetation[[BR]] fa - corral - animal[[BR]] rc - resource center[[BR]] tf - free standing tower - scout tower[[BR]] wc - wall[[BR]] wg - wall gate[[BR]] wt - wall tower[[BR]] pc - port center[[BR]] mc - military center[[BR]] tc - trade center[[BR]] hc - health center[[BR]] ff - fortress[[BR]] sb - special building [[BR]] Units[[BR]] isw - infantry swordsman[[BR]] isp - infantry spearman[[BR]] ijv - infantry javelinist[[BR]] isl - infantry slinger[[BR]] iar - infantry archer[[BR]] csw - cavalry sword[[BR]] csp - cavalry spear[[BR]] cjv - cavalry javelin[[BR]] car - cavalry archer[[BR]] fem - female worker[[BR]] med - healer[[BR]] trd - trader[[BR]] sr - siege - rock thrower[[BR]] sp - siege - spear/bolt thrower[[BR]] sr - siege - ram[[BR]] mer - merchantman ship[[BR]] bir - bireme[[BR]] tri - trireme[[BR]] qui - quinquereme[[BR]] su1 - super unit 1[[BR]] su2 - super unit 2[[BR]] su3 - super unit 3[[BR]] hr1 - hero 1[[BR]] hr2 - hero 2[[BR]] hr3 - hero 3[[BR]] scn - scenario unit|| |
| 66 | |
| 67 | = = |
| 68 | = Art Pipeline = |
| 69 | The following diagram displays the basic flow of art pipeline as content is created for the game. It starts up in the top left and is completed at the bottom right. The remainder of this document will be used to describe these processes in more detail. This section’s intent however is to provide you with a brief overview. |
| 70 | |
| 71 | [[Image(http://www.wildfiregames.com/0ad/images/artspec/image002.gif)]] |
| 72 | |
| 73 | 1. Design Document |
| 74 | |
| 75 | The design document dictates the design of the game. Game designers have pooled their efforts with the game’s historians to create a written description for every entity in the game. This written design concept is created with the purpose of directing the concept artist. The written design concept might refer to reference images to aid in visually describing the entity.[[BR]] |
| 76 | 1. '''Concept''' - Next, the written concept goes to the concept designers for their first draft. As with some things in the Art Department, there is no set limit to the number of revisions a concept designer will do to ‘get it right’. It is a hit or miss process guided by feedback from the lead until you get close or nail it on the head. Once a concept is deemed complete for the character, a front and side character design should be rendered to aid the modelers and textures. |
| 77 | 1. '''Modeling''' - Based on the concept or written description, a 3D model is then made fitting the concept as close as possible within the restraints of the modeling specifications found later in this document. The modeling process also includes unwrapping and exporting a uvw map for use by the texture artist. |
| 78 | 1. '''Texture''' - A skin (or texture) for the 3D model is then created. This may be created from scratch, using reference textures, or even utilizing the concept to make the best possible texture. Close attention is made to the texture to give it a worn and used appearance. Artificial shadows are created on the texture to fill in the details that a low poly mesh is not capable of doing. In some cases player color or transparency is used on the texture. In this case the alpha channel utilized to accomplish this. More details to follow later in the document. |
| 79 | 1. '''Rigging/Animation''' - Non-static models require rigging and animation. This is a complex process that is discussed in more detail in the Animation section. |
| 80 | 1. '''Export''' - Finally, the models and textures need to be exported and implemented into the game engine. TGA and BMP files are converted to DDS files (if not already exported as a DDS). DAE files are exported to the /mesh and /animation folders. |
| 81 | 1. '''Actor '''- Actor files are an XML file that defines the visual properties of an entity in the game. These actor files in essence are the glue that puts parts together. The file points and references the mesh, texture, and animations of a unit. They also specify object color, player color, and shadow properties. Any mesh or animation created won’t be recognized by the game engine unless it is referenced by an actor XML file. |
| 82 | |
| 83 | = CONCEPTS = |
| 84 | Concepts are very important to designing a game. One large reason is that we can all view the collective ‘vision’ behind the artwork in the game before it goes through entire art pipeline. This gives it all a sense of collectiveness. After-all this is one game and not a hodge-podge of artistic styles that very from individual to individual. [[BR]] [[BR]] Concepts are the foundation of the rest of the artwork that we will be doing for the game. What is created by the concept artists will move down the ‘assembly’ line to the modelers and skinners.[[BR]] [[BR]] Refer often to the civilization design documents: |
113 | | · '''Look''' - Black and white images (later colored if there is a specific point of detail that can’t be described with simply words) |
114 | | |
115 | | · '''Title Block''' - http://www.wildfiregames.com/users/art/titleblock.jpg . Top box is the name, version in the middle left, and date on the right, your name at the bottom. |
116 | | |
117 | | · '''Descriptions''' – feel free to draw arrows and write text in the image for anything you want to draw attention too |
118 | | |
119 | | · '''Auxiliary view '''- If there is something to relate to the modelers that you couldn’t capture in one view, feel free to sketch a picture to the side from another angle. |
120 | | |
121 | | · '''Citizen Soldiers '''– If it is a unit that upgrades (basic, advanced, elite) then three sketches are required. |
122 | | |
123 | | · '''Backup''' – Back up all your work in the art SVN in case something bad happens to your computer – compressed please (ZIP, RAR)''''''''''' |
| 95 | · Look - Black and white images (later colored if there is a specific point of detail that can’t be described with simply words) |
| 96 | |
| 97 | · Title Block - http://www.wildfiregames.com/users/art/titleblock.jpg . Top box is the name, version in the middle left, and date on the right, your name at the bottom. |
| 98 | |
| 99 | · Descriptions – feel free to draw arrows and write text in the image for anything you want to draw attention too |
| 100 | |
| 101 | · Auxiliary view - If there is something to relate to the modelers that you couldn’t capture in one view, feel free to sketch a picture to the side from another angle. |
| 102 | |
| 103 | · Citizen Soldiers – If it is a unit that upgrades (basic, advanced, elite) then three sketches are required. |
| 104 | |
| 105 | · Backup – Back up all your work in the art SVN in case something bad happens to your computer – compressed please (ZIP, RAR) |
138 | | * '''Poly counts '''- Low as possible! Here are the suggestions:[[BR]] ''Humanoid Bodies'' – 500[[BR]] ''Animal Bodies'' – 700[[BR]] ''Humanoid and Building Props'' – 50[[BR]] ''World Objects'' – 150[[BR]] ''Buildings'' – 800 |
139 | | * '''Unwrapping '''- Unwrap your own 3d models as best you can – they can be tweaked by the skinner later, but don’t force the skinners to do your job for you. |
140 | | * '''Formats''' – *.max or *.3ds is preferred in a zipped file uploaded to your art FTP – Contact me about other formats. Final approved file will be exported as a *.pmd (Pyrogenesis model data). |
141 | | * '''Scale''' – See the http://www.wildfiregames.com/forum/index.php?showtopic=793. Builidngs/trees are about 2/3rds the scale of humans. Props should match the scale of humans. |
142 | | * '''Joints''' – if you unit is going to be animated, make sure there is enough vertexes around the joint to bend with minimal distortion. |
143 | | * '''Think Ahead! '''– Try to imagine how you would skin the model and use opacity maps where you can. |
144 | | * '''Backup''' – Backup all your work in the art SVN in case something bad happens to your computer – compressed please (ZIP or RAR) |
145 | | * '''Needed Files''' - .pmd export plugin for R6 [http://www.wildfiregames.com/%7Eart/pmdexp6.rar http://www.wildfiregames.com/~art/pmdexp6.rar] |
146 | | |
147 | | = '''__[ 3D Tools]__''' = |
148 | | 3D Studio Max release 6.0 and above is the recommended 3D modeler and animation package used for the Pyrogenesis Engine. Pyrogenesis models in the game are defined by custom file formats PMD (Pyrogenesis Model Data) and PSA (Pyrogenesis Animation). See Appendix A and B for more details describing these formats. The development pipeline previously used a custom export 3d Studio Max plug-in that exported files in these formats. However, the game now supports COLLADA’s DAE files which allow users to create content in a variety of software programs |
| 120 | * Poly counts - Low as possible! Here are the suggestions:[[BR]] Humanoid Bodies – 500[[BR]] Animal Bodies – 700[[BR]] Humanoid and Building Props – 50[[BR]] World Objects – 150[[BR]] Buildings – 800 |
| 121 | * Unwrapping - Unwrap your own 3d models as best you can – they can be tweaked by the skinner later, but don’t force the skinners to do your job for you. |
| 122 | * Formats – *.max or *.3ds is preferred in a zipped file uploaded to your art FTP – Contact me about other formats. Final approved file will be exported as a *.pmd (Pyrogenesis model data). |
| 123 | * Scale – See the http://www.wildfiregames.com/forum/index.php?showtopic=793. Builidngs/trees are about 2/3rds the scale of humans. Props should match the scale of humans. |
| 124 | * Joints – if you unit is going to be animated, make sure there is enough vertexes around the joint to bend with minimal distortion. |
| 125 | * Think Ahead! – Try to imagine how you would skin the model and use opacity maps where you can. |
| 126 | * Backup – Backup all your work in the art SVN in case something bad happens to your computer – compressed please (ZIP or RAR) |
| 127 | * Needed Files - .pmd export plugin for R6 [http://www.wildfiregames.com/%7Eart/pmdexp6.rar http://www.wildfiregames.com/~art/pmdexp6.rar] |
| 128 | |
| 129 | = 3D Tools = |
| 130 | 3D Studio Max release 6.0 and above is the recommended 3D modeler and animation package used for the Pyrogenesis Engine. Pyrogenesis models in the game are defined by custom file formats PMD (Pyrogenesis Model Data) and PSA (Pyrogenesis Animation). See Appendix A and B for more details describing these formats. The development pipeline previously used a custom export 3d Studio Max plug-in that exported files in these formats. However, the game now supports COLLADA’s DAE files which allow users to create content in a variety of software programs |
169 | | '''Blender''' |
170 | | |
171 | | * In Blender, select the "Triangles" option in the exporter, and make sure it's only exporting one mesh (e.g. with "Only Export Selection"). |
172 | | |
173 | | '''3ds Max''' |
174 | | |
175 | | * Download and install !ColladaMax, from [http://www.feelingsoftware.com/ Feeling Software] (registration required) or from [http://wildfiregames.com/users/code/libraries/ColladaMax_302.exe our site] (version 3.02). Requires 3ds Max 9, 8, or 7 SP1. |
176 | | * Open/create a model in Max. If it is a skeletal model, it should have our standard structure and be named Bip01. |
177 | | * If there is more than one mesh in the scene, you need to indicate which one should be exported: |
178 | | * Either: select one of the meshes, then do File -> Export Selected (and remember to select the right mesh each time you export); |
179 | | * or open the Properties dialog for one of the meshes, and set the User Defined Properties to export, and then do File -> Export. The other meshes will still be exported, but ignored when loaded into the game. |
180 | | * When selecting the filename to export, specify the lowercase extension .dae. The default is uppercase, which won't work. |
181 | | * Place the file into the game in the same way as you would with PMD or PSA files (in the /meshes and /animations directories, respectively). |
182 | | * Actors can point to the .dae file as a mesh or animation, and the game will load them automatically. If there are problems while loading, the game's log file (binaries/logs/mainlog.html) should say what was going on. |
183 | | |
184 | | '''XSI''' |
185 | | |
186 | | * Use XSI 6.0. |
187 | | * For skeletal models/animations: |
188 | | * Rename the skeleton to Biped (so the root object is called Biped_GlobalSRT), so the game knows what skeleton structure to use. |
189 | | * Export with File -> Crosswalk -> Export -> Format = COLLADA 1.4.1. |
190 | | * Enable Export XSI Normals. Enable Convert Geometry to Triangles if the mesh is not already triangles. |
191 | | |
192 | | '''General''' |
193 | | |
194 | | * The animation should be 30fps. The first and last frames of the animation should be identical. The animation should play at the speed you would expect to use in the game. |
195 | | * Any object attached directly to the skeleton will be treated as a prop point. If you want to add extra objects for testing the animation, link them to the existing prop points instead of to the skeleton. |
196 | | * Meshes must be made of triangles. |
197 | | * There may be some issues with scaling and rotating the skeleton - please provide any relevant information you find about problems or solutions. |
198 | | * Prop points should be defined by creating an object (e.g. a Dummy helper in 3ds Max) named prop-whatever, where the whatever is the name of the prop point. The file data/tools/atlas/lists.xml lists the standard prop attachment points. That object should then be attached to a bone. |
199 | | |
200 | | = '''__[ PYROGENESIS IMPORT/EXPORT]__''' = |
201 | | This plug-in is only tested to work on 3ds Max Release 6[[BR]] [[BR]] You may download from here:[[BR]] http://www.wildfiregames.com/users/art/pmdexp6.rar [[BR]] [[BR]] Essentially this tool allows users to export PMD (Pyrogenesis Model Data) and PSA (Pyrogenesis Animation) files directly from 3ds Max R6. This process skips the exporting of a DAE (COLLADA) file that is later converted to a PMD or PSA file in the future. This method is not preferred. The tool is broken in that it does not blend weighted vertexes in animation, it also only allows biped/physique methods to animation (bones/skin do not work). |
202 | | |
203 | | 1. '''Function:''' Creates Prop points [[BR]] '''Access:''' In the Command Panel - Create => Helpers => PS Helpers => Prop Point[[BR]] '''Extra:''' Export with the .pmd file, modify the name as desired, but precede with “prop-“, example prop-r_hip |
204 | | |
205 | | 2. '''Function:''' Export .pmd files [[BR]] '''Access:''' File => Export or File => Export Selected[[BR]] '''Extra:''' Select mesh and any props and export[[BR]] Don't forget to save the file in all lower case |
206 | | |
207 | | 3. '''Function:''' Export .psa files [[BR]] '''Access:''' File => Export or File => Export Selected[[BR]] '''Extra:''' Select the bip node and export[[BR]] Don't forget to save the file in all lower case |
| 151 | Blender |
| 152 | |
| 153 | * In Blender, select the "Triangles" option in the exporter, and make sure it's only exporting one mesh (e.g. with "Only Export Selection"). |
| 154 | |
| 155 | 3ds Max |
| 156 | |
| 157 | * Download and install !ColladaMax, from [http://www.feelingsoftware.com/ Feeling Software] (registration required) or from [http://wildfiregames.com/users/code/libraries/ColladaMax_302.exe our site] (version 3.02). Requires 3ds Max 9, 8, or 7 SP1. |
| 158 | * Open/create a model in Max. If it is a skeletal model, it should have our standard structure and be named Bip01. |
| 159 | * If there is more than one mesh in the scene, you need to indicate which one should be exported: |
| 160 | * Either: select one of the meshes, then do File -> Export Selected (and remember to select the right mesh each time you export); |
| 161 | * or open the Properties dialog for one of the meshes, and set the User Defined Properties to export, and then do File -> Export. The other meshes will still be exported, but ignored when loaded into the game. |
| 162 | * When selecting the filename to export, specify the lowercase extension .dae. The default is uppercase, which wont work. |
| 163 | * Place the file into the game in the same way as you would with PMD or PSA files (in the /meshes and /animations directories, respectively). |
| 164 | * Actors can point to the .dae file as a mesh or animation, and the game will load them automatically. If there are problems while loading, the game's log file (binaries/logs/mainlog.html) should say what was going on. |
| 165 | |
| 166 | XSI |
| 167 | |
| 168 | * Use XSI 6.0. |
| 169 | * For skeletal models/animations: |
| 170 | * Rename the skeleton to Biped (so the root object is called Biped_GlobalSRT), so the game knows what skeleton structure to use. |
| 171 | * Export with File -> Crosswalk -> Export -> Format = COLLADA 1.4.1. |
| 172 | * Enable Export XSI Normals. Enable Convert Geometry to Triangles if the mesh is not already triangles. |
| 173 | |
| 174 | General |
| 175 | |
| 176 | * The animation should be 30fps. The first and last frames of the animation should be identical. The animation should play at the speed you would expect to use in the game. |
| 177 | * Any object attached directly to the skeleton will be treated as a prop point. If you want to add extra objects for testing the animation, link them to the existing prop points instead of to the skeleton. |
| 178 | * Meshes must be made of triangles. |
| 179 | * There may be some issues with scaling and rotating the skeleton - please provide any relevant information you find about problems or solutions. |
| 180 | * Prop points should be defined by creating an object (e.g. a Dummy helper in 3ds Max) named prop-whatever, where the whatever is the name of the prop point. The file data/tools/atlas/lists.xml lists the standard prop attachment points. That object should then be attached to a bone. |
| 181 | |
| 182 | = PYROGENESIS IMPORT/EXPORT = |
| 183 | This plug-in is only tested to work on 3ds Max Release 6[[BR]] [[BR]] You may download from here:[[BR]] http://www.wildfiregames.com/users/art/pmdexp6.rar [[BR]] [[BR]] Essentially this tool allows users to export PMD (Pyrogenesis Model Data) and PSA (Pyrogenesis Animation) files directly from 3ds Max R6. This process skips the exporting of a DAE (COLLADA) file that is later converted to a PMD or PSA file in the future. This method is not preferred. The tool is broken in that it does not blend weighted vertexes in animation, it also only allows biped/physique methods to animation (bones/skin do not work). |
| 184 | |
| 185 | 1. Function: Creates Prop points [[BR]] Access: In the Command Panel - Create => Helpers => PS Helpers => Prop Point[[BR]] Extra: Export with the .pmd file, modify the name as desired, but precede with “prop-“, example prop-r_hip |
| 186 | |
| 187 | 2. Function: Export .pmd files [[BR]] Access: File => Export or File => Export Selected[[BR]] Extra: Select mesh and any props and export[[BR]] Dont forget to save the file in all lower case |
| 188 | |
| 189 | 3. Function: Export .psa files [[BR]] Access: File => Export or File => Export Selected[[BR]] Extra: Select the bip node and export[[BR]] Dont forget to save the file in all lower case |
211 | | * Save the prop helper with the PMD |
212 | | * Don't need to save the prop helper with the PSA |
213 | | * Save BHP files to transfer animations to another biped |
214 | | * Need to include the hip/bip node in the PSA |
215 | | * It matters what bone the prop is attached to when you export the PMD. |
216 | | * You don't have to have it in the default pose when you export the PMD. |
217 | | * You must NOT be in figure mode when you export the PMD. |
218 | | * Mirroring does weird things |
219 | | * PSprop Z points up generally |
220 | | * PSprop X points right generally |
221 | | * PSprop Y points back generally |
222 | | * Can put UVW modifier on top of Physique |
223 | | * Can modify poly under Physique (triangulation and smoothing groups) |
224 | | * Layers of animation work nicely to slightly alter a motion |
225 | | |
226 | | = '''__[ OTHER 3DS MAX]__''' = |
| 193 | * Save the prop helper with the PMD |
| 194 | * Dont need to save the prop helper with the PSA |
| 195 | * Save BHP files to transfer animations to another biped |
| 196 | * Need to include the hip/bip node in the PSA |
| 197 | * It matters what bone the prop is attached to when you export the PMD. |
| 198 | * You dont have to have it in the default pose when you export the PMD. |
| 199 | * You must NOT be in figure mode when you export the PMD. |
| 200 | * Mirroring does weird things |
| 201 | * PSprop Z points up generally |
| 202 | * PSprop X points right generally |
| 203 | * PSprop Y points back generally |
| 204 | * Can put UVW modifier on top of Physique |
| 205 | * Can modify poly under Physique (triangulation and smoothing groups) |
| 206 | * Layers of animation work nicely to slightly alter a motion |
| 207 | |
| 208 | = OTHER 3DS MAX = |
229 | | '''Texporter''' - A useful plug-in by Cuneyt Ozdas, Texporter allows UV maps to be exported from 3DS Max as a bitmap. Then use this template for texturing in Photoshop or similar 2D paint program. Download from !http://www.cuneytozdas.com/software/ Install texporter3.dlu in the 3dsmax/plugins folder |
230 | | |
231 | | '''MAX2OBJ and OBJ2MAX''' - These plug-ins were created by Harald A. Blab. They were useful in previous versions of 3ds Max that did not have the functionality of importing and exporting OBJ files. MAX2OBJ generates an Alias|Wavefront OBJ and MTL file from a 3DS Max scene. OBJ2MAX imports Alias|Wavefront OBJ and MTL files into 3DS Max. This version adds new options handling pivot points and OBJ smooth group import. If the importer crashes, do not use normals on import. This is useful for earlier versions of max to communicate with other software programs and retain more detail than a 3DS file is able to. OBJ’s, as mentioned, are capable of retaining smoothing groups. |
232 | | |
233 | | '''SCRIPTS''' – There are a few scripts I’ve included that are useful. |
234 | | |
235 | | '''orientator.ms''' – this script is really useful for props. It allows you to quickly orientate one object to the same orientation as another (matching both position and rotation). For example, you can select a sword, and quickly snap it to the position of the hand prop point helper. Once it is in position you are able to parent it to the point to move with it throughout animation. |
236 | | |
237 | | '''rotaterzero.ms''' – this script quickly zeros out the rotation in x, y, and z. Useful just prior to exporting. |
238 | | |
239 | | '''zero.ms''' - this script quickly zeros out the position in x, y, and z. Useful just prior to exporting. |
240 | | |
241 | | '''Clear materials''' – I haven’t created a script for this, but you can simply paste this into the max command bar and it will remove all the materials of the selection. '''$*.material=undefined '''This is useful to export a file and avoid other receiving errors that they are unable to find textures or materials. |
242 | | |
243 | | = '''__[ Scale and PROPORTIONS]__''' = |
244 | | Proportions in the game, in general, will not be true to the real world. Humans will take on the proportions of a hero. Animals will be formed with a slightly exaggerated eye. Structures in comparison to units will be roughly ¾ the size (though roughly 7/8 scale is given to windows and doors to aid in the transitional illusion of scale) |
245 | | |
246 | | Scale is defined as thus: Height of a Man ≈ 2 meters = 4 generic units in 3ds Max = 1 square tile width in Pyrogenesis. |
247 | | |
248 | | '''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image005.gif)]]''' |
| 211 | Texporter - A useful plug-in by Cuneyt Ozdas, Texporter allows UV maps to be exported from 3DS Max as a bitmap. Then use this template for texturing in Photoshop or similar 2D paint program. Download from !http://www.cuneytozdas.com/software/ Install texporter3.dlu in the 3dsmax/plugins folder |
| 212 | |
| 213 | MAX2OBJ and OBJ2MAX - These plug-ins were created by Harald A. Blab. They were useful in previous versions of 3ds Max that did not have the functionality of importing and exporting OBJ files. MAX2OBJ generates an Alias|Wavefront OBJ and MTL file from a 3DS Max scene. OBJ2MAX imports Alias|Wavefront OBJ and MTL files into 3DS Max. This version adds new options handling pivot points and OBJ smooth group import. If the importer crashes, do not use normals on import. This is useful for earlier versions of max to communicate with other software programs and retain more detail than a 3DS file is able to. OBJ’s, as mentioned, are capable of retaining smoothing groups. |
| 214 | |
| 215 | SCRIPTS – There are a few scripts I’ve included that are useful. |
| 216 | |
| 217 | orientator.ms – this script is really useful for props. It allows you to quickly orientate one object to the same orientation as another (matching both position and rotation). For example, you can select a sword, and quickly snap it to the position of the hand prop point helper. Once it is in position you are able to parent it to the point to move with it throughout animation. |
| 218 | |
| 219 | rotaterzero.ms – this script quickly zeros out the rotation in x, y, and z. Useful just prior to exporting. |
| 220 | |
| 221 | zero.ms - this script quickly zeros out the position in x, y, and z. Useful just prior to exporting. |
| 222 | |
| 223 | Clear materials – I haven’t created a script for this, but you can simply paste this into the max command bar and it will remove all the materials of the selection. $*.material=undefined This is useful to export a file and avoid other receiving errors that they are unable to find textures or materials. |
| 224 | |
| 225 | = Scale and PROPORTIONS = |
| 226 | Proportions in the game, in general, will not be true to the real world. Humans will take on the proportions of a hero. Animals will be formed with a slightly exaggerated eye. Structures in comparison to units will be roughly ¾ the size (though roughly 7/8 scale is given to windows and doors to aid in the transitional illusion of scale) |
| 227 | |
| 228 | Scale is defined as thus: Height of a Man ˜ 2 meters = 4 generic units in 3ds Max = 1 square tile width in Pyrogenesis. |
| 229 | |
| 230 | [[Image(http://www.wildfiregames.com/0ad/images/artspec/image005.gif)]] |
267 | | = '''__[ PROPS]__''' = |
268 | | Pyrogenesis uses a system that is called propping. It is also defined in the computer world as a parent/child or master/slave relationship. In 0 A.D. we call it a body/prop relationship. Props are objects that are separated from the parent and have the ability to be used independently in whatever circumstance deemed fit. |
269 | | |
270 | | They are ‘attached’ in the actual game by the engine by a designation in an XML file. Every bone in a skeleton is capable of having a prop point attached to it as a child. That prop point is a ‘node’ that can be identified in an XML file and a prop may be assigned to that node. The prop orientates and positions itself to the prop point node in the game. The prop follows the movement (if any) of the bone it was attached to. |
271 | | |
272 | | The advantage this gives us is versatility and variety. It also cuts down on the downloaded size of the game. Instead of making 200 totally unique units, we simply create 8 basic shared body types, 50 or so props, create unique skins, and create combinations of these basic elements to allow for a host of options to developers and gamers/modders! This proves to be a very versatile system for creating content for the 0 A.D. world. To reiterate, armor and weapons are not to be included in the base mesh of the unit except under very special circumstances (we have yet to see it, but never say never). |
| 249 | = PROPS = |
| 250 | Pyrogenesis uses a system that is called propping. It is also defined in the computer world as a parent/child or master/slave relationship. In 0 A.D. we call it a body/prop relationship. Props are objects that are separated from the parent and have the ability to be used independently in whatever circumstance deemed fit. |
| 251 | |
| 252 | They are ‘attached’ in the actual game by the engine by a designation in an XML file. Every bone in a skeleton is capable of having a prop point attached to it as a child. That prop point is a ‘node’ that can be identified in an XML file and a prop may be assigned to that node. The prop orientates and positions itself to the prop point node in the game. The prop follows the movement (if any) of the bone it was attached to. |
| 253 | |
| 254 | The advantage this gives us is versatility and variety. It also cuts down on the downloaded size of the game. Instead of making 200 totally unique units, we simply create 8 basic shared body types, 50 or so props, create unique skins, and create combinations of these basic elements to allow for a host of options to developers and gamers/modders! This proves to be a very versatile system for creating content for the 0 A.D. world. To reiterate, armor and weapons are not to be included in the base mesh of the unit except under very special circumstances (we have yet to see it, but never say never). |
301 | | ||'''Step 1 - Attaching'''[[BR]][[BR]] [[BR]][[BR]]The next step is to select the structure and attach all [[BR]] the props:[[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image011.gif)]]'''[[BR]][[BR]][[BR]][[BR]] [[BR]][[BR]] [[BR]][[BR]]You will see the following menu pop up, just hit OK.[[BR]][[BR]] [[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image012.gif)]]'''||'''Step 2 - Pivot Placement'''[[BR]][[BR]] [[BR]][[BR]]Now, all your props will be included in one object. We [[BR]] next should move our object to the centre of the 3dsmax world. In order to do that we need to make sure our pivot point is in the correct location.[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image013.gif)]]'''[[BR]][[BR]][[BR]]Click on the hierarchy tab, then click the pivot button, then the "Affect Pivot Only" button.[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image014.gif)]]'''[[BR]][[BR]][[BR]]Centre your pivot (X,Y) to the centre of your structure (or where you want it to be anchored in the game).[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image015.gif)]]'''[[BR]][[BR]][[BR]]The Z is a bit different; we want to position this to the bottom of the structure. If we put it in the middle, then your structure would be 'buried' halfway in the game's terrain. Not good.[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image016.gif)]]'''[[BR]][[BR]][[BR]]Ok, you're now done moving your pivot. Turn off the 'Affect Pivot Only' button.|| |
302 | | |
303 | | ||'''Step 3 - Detaching'''[[BR]][[BR]] [[BR]][[BR]]Now, let's move our structure to the centre of the world. You can do this by just inputting zeros in the world coordinates at the bottom of the screen.[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image017.gif)]]'''[[BR]][[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image018.gif)]]'''[[BR]][[BR]]The next step is to separate the props again from the object. So first we select all the prop objects like this image to the left.[[BR]][[BR]] Then we detach them.[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image019.gif)]]'''[[BR]][[BR]][[BR]]A new window will pop up.[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image020.gif)]]'''[[BR]][[BR]][[BR]]I'm going to go ahead and properly name it right here.[[BR]][[BR]] While I'm at it, I'll go ahead and properly name the structure too.[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image021.gif)]]'''||'''Step 4 - Setting the Prop Point'''[[BR]][[BR]] [[BR]][[BR]]Now, it's time to work with the prop point. First, we need to create one.[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image022.gif)]]'''[[BR]][[BR]][[BR]]Click on the 'create' tab, then the helper object button, [[BR]] then scroll down and you will see a choice of 'PS Helpers'. Select that.[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image023.gif)]]'''[[BR]][[BR]][[BR]]Now our prop tab looks a bit different. Go ahead and place a prop point. Once you place it, it will look like this:[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image024.gif)]]'''|| |
304 | | |
305 | | ||'''Step 5 - Exporting'''[[BR]][[BR]] [[BR]][[BR]]It is time to export! select both the prop point and the [[BR]] structure.[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image025.gif)]]'''[[BR]][[BR]] [[BR]][[BR]]Go to File => Export Selected[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image026.gif)]]'''[[BR]][[BR]] [[BR]][[BR]]Now go ahead and export your structure.[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image027.gif)]]'''[[BR]][[BR]] [[BR]][[BR]]And that's it! You just exported an object with a prop point included! Repeat the same export for the prop point.||'''Step 6 - xml code'''[[BR]][[BR]] [[BR]][[BR]]You're all done in 3dmax. Now it is time to look at the [[BR]] xml code.[[BR]][[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image028.gif)]]'''[[BR]][[BR]][[BR]][[BR]] [[BR]][[BR]]In this code snippet:[[BR]][[BR]] [[BR]][[BR]]We have given it the proper name (the name that will appear in Atlas). We are also pointing to the newly created *.pmd file. We call up the texture.[[BR]][[BR]]We name the prop point and tell it what actor is supposed to go there.[[BR]][[BR]] [[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image029.gif)]]'''[[BR]][[BR]][[BR]] [[BR]][[BR]]In this code snippet:[[BR]][[BR]] [[BR]][[BR]]We have given it the proper name (that will be 'called up' by the code above). We are also pointing to the newly created PMD file. We call up the texture.[[BR]][[BR]] [[BR]][[BR]]'''Summary'''[[BR]][[BR]] [[BR]][[BR]]The tutorial above probably has some unneeded steps, but for the beginner, this is a good way to start. You will find yourself refining your procedures with experience.|| |
306 | | |
307 | | = ''' [ Skins and Textures]''' = |
308 | | This is such a critical topic because it is the texture of a skin that really gives the game its ‘look’. 0 A.D.’s theme could be described as a hyper-realistic look. This is a historical game and not a fantasy or futuristic game. Our colors will be slightly more saturated than the real world. We also want to reflect the ‘realness’ of our world by NOT making things look totally new like you just purchased them off a store shelf, but rather: used, weathered, worn, ‘real’. It is very important to follow the concept, do not make creative liberties. The concept has been approved by the art department lead and the historian, your idea in your creative mind has not been. Make sure the viewer always knows what they are looking at. Also, pay particular note to details! The more detail that can be added to a texture, the better. |
| 283 | ||Step 1 - Attaching[[BR]][[BR]] [[BR]][[BR]]The next step is to select the structure and attach all [[BR]] the props:[[BR]][[Image(http://www.wildfiregames.com/0ad/images/artspec/image011.gif)]][[BR]][[BR]][[BR]][[BR]] [[BR]][[BR]] [[BR]][[BR]]You will see the following menu pop up, just hit OK.[[BR]][[BR]] [[BR]][[Image(http://www.wildfiregames.com/0ad/images/artspec/image012.gif)]]||Step 2 - Pivot Placement[[BR]][[BR]] [[BR]][[BR]]Now, all your props will be included in one object. We [[BR]] next should move our object to the centre of the 3dsmax world. In order to do that we need to make sure our pivot point is in the correct location.[[BR]][[BR]][[Image(http://www.wildfiregames.com/0ad/images/artspec/image013.gif)]][[BR]][[BR]][[BR]]Click on the hierarchy tab, then click the pivot button, then the "Affect Pivot Only" button.[[BR]][[BR]][[Image(http://www.wildfiregames.com/0ad/images/artspec/image014.gif)]][[BR]][[BR]][[BR]]Centre your pivot (X,Y) to the centre of your structure (or where you want it to be anchored in the game).[[BR]][[BR]][[Image(http://www.wildfiregames.com/0ad/images/artspec/image015.gif)]][[BR]][[BR]][[BR]]The Z is a bit different; we want to position this to the bottom of the structure. If we put it in the middle, then your structure would be buried halfway in the game's terrain. Not good.[[BR]][[BR]][[Image(http://www.wildfiregames.com/0ad/images/artspec/image016.gif)]][[BR]][[BR]][[BR]]Ok, youre now done moving your pivot. Turn off the Affect Pivot Only button.|| |
| 284 | |
| 285 | ||Step 3 - Detaching[[BR]][[BR]] [[BR]][[BR]]Now, let's move our structure to the centre of the world. You can do this by just inputting zeros in the world coordinates at the bottom of the screen.[[BR]][[BR]][[Image(http://www.wildfiregames.com/0ad/images/artspec/image017.gif)]][[BR]][[BR]][[BR]][[Image(http://www.wildfiregames.com/0ad/images/artspec/image018.gif)]][[BR]][[BR]]The next step is to separate the props again from the object. So first we select all the prop objects like this image to the left.[[BR]][[BR]] Then we detach them.[[BR]][[BR]][[Image(http://www.wildfiregames.com/0ad/images/artspec/image019.gif)]][[BR]][[BR]][[BR]]A new window will pop up.[[BR]][[BR]][[Image(http://www.wildfiregames.com/0ad/images/artspec/image020.gif)]][[BR]][[BR]][[BR]]Im going to go ahead and properly name it right here.[[BR]][[BR]] While Im at it, Ill go ahead and properly name the structure too.[[BR]][[BR]][[Image(http://www.wildfiregames.com/0ad/images/artspec/image021.gif)]]||Step 4 - Setting the Prop Point[[BR]][[BR]] [[BR]][[BR]]Now, it's time to work with the prop point. First, we need to create one.[[BR]][[BR]][[Image(http://www.wildfiregames.com/0ad/images/artspec/image022.gif)]][[BR]][[BR]][[BR]]Click on the create tab, then the helper object button, [[BR]] then scroll down and you will see a choice of PS Helpers. Select that.[[BR]][[BR]][[Image(http://www.wildfiregames.com/0ad/images/artspec/image023.gif)]][[BR]][[BR]][[BR]]Now our prop tab looks a bit different. Go ahead and place a prop point. Once you place it, it will look like this:[[BR]][[BR]][[Image(http://www.wildfiregames.com/0ad/images/artspec/image024.gif)]]|| |
| 286 | |
| 287 | ||Step 5 - Exporting[[BR]][[BR]] [[BR]][[BR]]It is time to export! select both the prop point and the [[BR]] structure.[[BR]][[BR]][[Image(http://www.wildfiregames.com/0ad/images/artspec/image025.gif)]][[BR]][[BR]] [[BR]][[BR]]Go to File => Export Selected[[BR]][[BR]][[Image(http://www.wildfiregames.com/0ad/images/artspec/image026.gif)]][[BR]][[BR]] [[BR]][[BR]]Now go ahead and export your structure.[[BR]][[BR]][[Image(http://www.wildfiregames.com/0ad/images/artspec/image027.gif)]][[BR]][[BR]] [[BR]][[BR]]And that's it! You just exported an object with a prop point included! Repeat the same export for the prop point.||Step 6 - xml code[[BR]][[BR]] [[BR]][[BR]]Youre all done in 3dmax. Now it is time to look at the [[BR]] xml code.[[BR]][[BR]][[Image(http://www.wildfiregames.com/0ad/images/artspec/image028.gif)]][[BR]][[BR]][[BR]][[BR]] [[BR]][[BR]]In this code snippet:[[BR]][[BR]] [[BR]][[BR]]We have given it the proper name (the name that will appear in Atlas). We are also pointing to the newly created *.pmd file. We call up the texture.[[BR]][[BR]]We name the prop point and tell it what actor is supposed to go there.[[BR]][[BR]] [[BR]][[Image(http://www.wildfiregames.com/0ad/images/artspec/image029.gif)]][[BR]][[BR]][[BR]] [[BR]][[BR]]In this code snippet:[[BR]][[BR]] [[BR]][[BR]]We have given it the proper name (that will be called up by the code above). We are also pointing to the newly created PMD file. We call up the texture.[[BR]][[BR]] [[BR]][[BR]]Summary[[BR]][[BR]] [[BR]][[BR]]The tutorial above probably has some unneeded steps, but for the beginner, this is a good way to start. You will find yourself refining your procedures with experience.|| |
| 288 | |
| 289 | = = |
| 290 | = Skins and Textures = |
| 291 | This is such a critical topic because it is the texture of a skin that really gives the game its ‘look’. 0 A.D.’s theme could be described as a hyper-realistic look. This is a historical game and not a fantasy or futuristic game. Our colors will be slightly more saturated than the real world. We also want to reflect the ‘realness’ of our world by NOT making things look totally new like you just purchased them off a store shelf, but rather: used, weathered, worn, ‘real’. It is very important to follow the concept, do not make creative liberties. The concept has been approved by the art department lead and the historian, your idea in your creative mind has not been. Make sure the viewer always knows what they are looking at. Also, pay particular note to details! The more detail that can be added to a texture, the better. |
312 | | * '''Historical foundations''' – work with history, don’t create your own history |
313 | | * '''Color '''– slightly more saturation than the real world |
314 | | * '''Theme''' – heighten and enhance the purpose of mesh through your skin |
315 | | * '''File Formats''' – Always save your originals in a lossless layered format (PSD, PSP or equivalent). We will be using DDS for the majority of all skins. Refer down below for more information on DDS files. |
316 | | * '''Size '''– Power of 2 (2!^n)! must be used for the dimensions of the images. These include 8, 16, 32, 64, 128, 256, and 512. DDS files require this. Both rectangular and square varieties may be used by mixing and matching the widths and heights using the above numbers. |
317 | | * 64x64 – unit props |
318 | | * 128x128 - typical units |
319 | | * 256x256 - hero units |
320 | | * 512x512 – structures (shared), and terrain textures |
321 | | |
322 | | Keep in mind that the size of the texture should reflect the relative size in the game. There is no reason to make a texture for a flower to be 256x256 when in the game it will never been seen up so close to see such detail. |
323 | | |
324 | | * '''Methods '''– Method 1 (Recommended) - start with a larger original sample, and then shrink. For example, if your target size is 256, then start with a 512 and then shrink by half and sharpen. Method 2 – Some believe that you are creating unnecessary detail and waste time to use Method 1, so they work with the texture at it’s final resolution (most artists are not this good however). |
325 | | |
326 | | Use Layers! Layers are your friend. Save your layers! You never know when a belt used on one texture might be useful to share with another. Using the texture template you are able to share certain features across textures. If the elements of a texture are separated by layers, this job is much easier. |
327 | | |
328 | | * '''Player color''' – Player color is achieved through the Alpha Channel of the DDS file. The visual data within the RGB channels should be desaturated (made to black and white). More on this topic further on in this document. |
329 | | * '''Backup '''– Backup all your work in the art SVN repository in case something bad happens to your computer – compressed your source (uncompressed) files (MAX, PSD, BMP, TGA) please, use ZIP or RAR. |
330 | | |
331 | | * '''Communicate! ''' - If you need help or you would like some links to some good tutorials, feel free to ask questions of your fellow workers and the art department lead. |
332 | | |
333 | | = '''__[ Preferred 2D Tool]__''' = |
334 | | There really isn’t any preferred graphical editing software that is capable of opening and saving BMP files may be used to create textures for Pyrogenesis. Software that is capable of supporting alpha channels and saving files in DDS format would be advantageous. |
| 295 | * Historical foundations – work with history, don’t create your own history |
| 296 | * Color – slightly more saturation than the real world |
| 297 | * Theme – heighten and enhance the purpose of mesh through your skin |
| 298 | * File Formats – Always save your originals in a lossless layered format (PSD, PSP or equivalent). We will be using DDS for the majority of all skins. Refer down below for more information on DDS files. |
| 299 | * Size – Power of 2 (2!^n)! must be used for the dimensions of the images. These include 8, 16, 32, 64, 128, 256, and 512. DDS files require this. Both rectangular and square varieties may be used by mixing and matching the widths and heights using the above numbers. |
| 300 | * 64x64 – unit props |
| 301 | * 128x128 - typical units |
| 302 | * 256x256 - hero units |
| 303 | * 512x512 – structures (shared), and terrain textures |
| 304 | |
| 305 | Keep in mind that the size of the texture should reflect the relative size in the game. There is no reason to make a texture for a flower to be 256x256 when in the game it will never been seen up so close to see such detail. |
| 306 | |
| 307 | * Methods – Method 1 (Recommended) - start with a larger original sample, and then shrink. For example, if your target size is 256, then start with a 512 and then shrink by half and sharpen. Method 2 – Some believe that you are creating unnecessary detail and waste time to use Method 1, so they work with the texture at it’s final resolution (most artists are not this good however). |
| 308 | |
| 309 | Use Layers! Layers are your friend. Save your layers! You never know when a belt used on one texture might be useful to share with another. Using the texture template you are able to share certain features across textures. If the elements of a texture are separated by layers, this job is much easier. |
| 310 | |
| 311 | * Player color – Player color is achieved through the Alpha Channel of the DDS file. The visual data within the RGB channels should be desaturated (made to black and white). More on this topic further on in this document. |
| 312 | * Backup – Backup all your work in the art SVN repository in case something bad happens to your computer – compressed your source (uncompressed) files (MAX, PSD, BMP, TGA) please, use ZIP or RAR. |
| 313 | |
| 314 | * Communicate! - If you need help or you would like some links to some good tutorials, feel free to ask questions of your fellow workers and the art department lead. |
| 315 | |
| 316 | = Preferred 2D Tool = |
| 317 | There really isn’t any preferred graphical editing software that is capable of opening and saving BMP files may be used to create textures for Pyrogenesis. Software that is capable of supporting alpha channels and saving files in DDS format would be advantageous. |
360 | | = '''__[ Graphics Formats]__'''''''' = |
361 | | · '''BMP'''[[BR]] Lossless and uncompressed, a large file that is bigger than a TGA, and lacks alpha channel support. The most basic format that may be saved and converted to a .dds file using a WFG conversion tool. Alpha layer tools are not required. |
362 | | |
363 | | · '''TGA'''[[BR]] It is a lossless format, and supports alpha content via alpha channels. A 24-bit TGA will be converted to a DXT1 DDS file, and a 32-bit (alpha) TGA will be converted to a DXT3 DDS file. NOTE: Photoshop 7.0 has a bug where you can't save alpha in TGA. You should upgrade to Photoshop 7.1 or Photoshop CS. Because this format does contain alpha layers it requires software that takes advantage of this feature. This may also be converted to a .dds file using a WFG conversion tool. |
364 | | |
365 | | · '''JPEG'''[[BR]] DO NOT USE THIS FORMAT. |
366 | | |
367 | | · '''DDS'''[[BR]] This is the format that is used by the game, no conversion is needed, subsequently loading times are extremely fast, in the order of 5x faster than any other format. This format gives you full control over the texture attributes and color format, it also supports alpha channels. This format is therefore recommended for maximum performance and control. |
| 343 | = Graphics Formats = |
| 344 | · BMP[[BR]] Lossless and uncompressed, a large file that is bigger than a TGA, and lacks alpha channel support. The most basic format that may be saved and converted to a .dds file using a WFG conversion tool. Alpha layer tools are not required. |
| 345 | |
| 346 | · TGA[[BR]] It is a lossless format, and supports alpha content via alpha channels. A 24-bit TGA will be converted to a DXT1 DDS file, and a 32-bit (alpha) TGA will be converted to a DXT3 DDS file. NOTE: Photoshop 7.0 has a bug where you cant save alpha in TGA. You should upgrade to Photoshop 7.1 or Photoshop CS. Because this format does contain alpha layers it requires software that takes advantage of this feature. This may also be converted to a .dds file using a WFG conversion tool. |
| 347 | |
| 348 | · JPEG[[BR]] DO NOT USE THIS FORMAT. |
| 349 | |
| 350 | · DDS[[BR]] This is the format that is used by the game, no conversion is needed, subsequently loading times are extremely fast, in the order of 5x faster than any other format. This format gives you full control over the texture attributes and color format, it also supports alpha channels. This format is therefore recommended for maximum performance and control. |
371 | | · '''DXT1''' is a four-bit compressed color format that allows for '''opaque''', and '''one-bit alpha''' (DXT1a) textures; that is, textures with no transparency at all, and textures with a single transparent color. |
372 | | |
373 | | · '''DXT3''' adds support for a four-bit explicit alpha channel, on top of DXT1's color compression. Four-bit explicit alpha allows for sixteen distinct alpha values, making it good for textures with '''sharply contrasting translucent/opaque areas'''. DXT2 textures assume the color data is pre-multiplied by the alpha channel. |
374 | | |
375 | | · '''DXT5''' support a four-bit interpolated alpha channel. Three bits are used to determine explicit alpha values, and two eight-bit values are used to interpolate gradually between them. This makes the format especially suited for soft '''gradients''' and other textures where the '''alpha areas’ variance is mild'''. DXT4 assumes colors are pre-multiplied by the alpha channel. |
376 | | |
377 | | · '''32-bit RGBA''' is the obese godfather of textures. While extremely powerful, it's also terribly overweight. It features full 24-bit color, plus an 8-bit alpha channel, but takes up four bytes for every pixel; a 256x256 texture will require 256k of memory. |
378 | | |
379 | | [[BR]] '''Recommendation'''[[BR]] Use DXT1 textures as much as is possible because the greatest space savings can be had with them (any texture without an alpha transparency layer). If watching for rendering artifacts is not an option, DXT5 supports the most flexible alpha channels, while not increasing memory usage beyond that of a normal 8-bit palletized texture (for textures that require the use of the alpha layer – player color, transparency, object color). Use full RGBA only when DXT3/5 do not suffice in the both the color and alpha quality department, in highly visible expanses, such as skies box textures and user interface elements. |
| 354 | · DXT1 is a four-bit compressed color format that allows for opaque, and one-bit alpha (DXT1a) textures; that is, textures with no transparency at all, and textures with a single transparent color. |
| 355 | |
| 356 | · DXT3 adds support for a four-bit explicit alpha channel, on top of DXT1's color compression. Four-bit explicit alpha allows for sixteen distinct alpha values, making it good for textures with 'sharply contrasting translucent/opaque areas. DXT2 textures assume the color data is pre-multiplied by the alpha channel. |
| 357 | |
| 358 | · DXT5 support a four-bit interpolated alpha channel. Three bits are used to determine explicit alpha values, and two eight-bit values are used to interpolate gradually between them. This makes the format especially suited for soft gradients and other textures where the alpha areas’ variance is mild. DXT4 assumes colors are pre-multiplied by the alpha channel. |
| 359 | |
| 360 | · 32-bit RGBA is the obese godfather of textures. While extremely powerful, it's also terribly overweight. It features full 24-bit color, plus an 8-bit alpha channel, but takes up four bytes for every pixel; a 256x256 texture will require 256k of memory. |
| 361 | |
| 362 | [[BR]] Recommendation[[BR]] Use DXT1 textures as much as is possible because the greatest space savings can be had with them (any texture without an alpha transparency layer). If watching for rendering artifacts is not an option, DXT5 supports the most flexible alpha channels, while not increasing memory usage beyond that of a normal 8-bit palletized texture (for textures that require the use of the alpha layer – player color, transparency, object color). Use full RGBA only when DXT3/5 do not suffice in the both the color and alpha quality department, in highly visible expanses, such as skies box textures and user interface elements. |
404 | | The texture is designed to make maximum use of the texture space. The negative side of this is that the scale is sometimes disproportionate. If you want to make something on their body that is vertically and horizontally symmetrical, you need to do this. Crop just the lower half (the red section in the quadrent image above). Then resize this layer so that it’s 512x580. See the image to the right. |
405 | | |
406 | | '''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image036.jpg)]]''' |
407 | | |
408 | | [[BR]] [[BR]] Here are more resources:[[BR]] [[BR]] http://www.wildfiregames.com/users/art/wijit/dude.rar [[BR]] http://www.wildfiregames.com/users/art/wijit/dude_accesory.rar [[BR]] [[BR]] In the dude accessories you'll find a few examples of some things: |
409 | | |
410 | | * necklines that line up |
411 | | * sleeveless template |
412 | | * sleeve template |
413 | | * sample boots |
414 | | * sample belt |
415 | | |
416 | | * sample shirt |
417 | | * sample pants |
418 | | * circle representation |
419 | | * sample bracers |
420 | | |
421 | | [[BR]]'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image037.jpg)]]''' |
422 | | |
423 | | It is advantageous to use the template in a paper doll fashion. Each of these steps is a layer. The artist starts with the base, next the tunic is added. Then add the breastplate, then the leather loin protectors, and finally the weapon strap. Because these are independent layers, they can be used on other models as well. Note that the color of the tunic is grayscale, this is because it is used as player color; more on that in the next topic. |
424 | | |
425 | | = '''__[ Player Color]__''' = |
426 | | '''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image038.jpg)]]''' |
427 | | |
428 | | Player color is a special attribute of the game to serve the purpose of showing player ownership. It uses the alpha channel of a texture to apply a multiplied color layer (defined by the game, and player) in real time during the game. These textures can be made several different ways. One way is to use the photoshop DDS plugin noted above. The preferred method is to save a TGA (if you are working directly with alpha channels) or a BMP (if you are working with a flat texture with no alpha), and process it with the Pyrogenesis texture converter found in game’s developer tools. This may be found here in the game’s binaries: |
| 387 | The texture is designed to make maximum use of the texture space. The negative side of this is that the scale is sometimes disproportionate. If you want to make something on their body that is vertically and horizontally symmetrical, you need to do this. Crop just the lower half (the red section in the quadrent image above). Then resize this layer so that it’s 512x580. See the image to the right. |
| 388 | |
| 389 | [[Image(http://www.wildfiregames.com/0ad/images/artspec/image036.jpg)]] |
| 390 | |
| 391 | [[BR]] [[BR]] Here are more resources:[[BR]] [[BR]] http://www.wildfiregames.com/users/art/wijit/dude.rar [[BR]] http://www.wildfiregames.com/users/art/wijit/dude_accesory.rar [[BR]] [[BR]] In the dude accessories youll find a few examples of some things: |
| 392 | |
| 393 | * necklines that line up |
| 394 | * sleeveless template |
| 395 | * sleeve template |
| 396 | * sample boots |
| 397 | * sample belt |
| 398 | |
| 399 | * sample shirt |
| 400 | * sample pants |
| 401 | * circle representation |
| 402 | * sample bracers |
| 403 | |
| 404 | [[BR]][[Image(http://www.wildfiregames.com/0ad/images/artspec/image037.jpg)]] |
| 405 | |
| 406 | It is advantageous to use the template in a paper doll fashion. Each of these steps is a layer. The artist starts with the base, next the tunic is added. Then add the breastplate, then the leather loin protectors, and finally the weapon strap. Because these are independent layers, they can be used on other models as well. Note that the color of the tunic is grayscale, this is because it is used as player color; more on that in the next topic. |
| 407 | |
| 408 | = Player Color = |
| 409 | [[Image(http://www.wildfiregames.com/0ad/images/artspec/image038.jpg)]] |
| 410 | |
| 411 | Player color is a special attribute of the game to serve the purpose of showing player ownership. It uses the alpha channel of a texture to apply a multiplied color layer (defined by the game, and player) in real time during the game. These textures can be made several different ways. One way is to use the photoshop DDS plugin noted above. The preferred method is to save a TGA (if you are working directly with alpha channels) or a BMP (if you are working with a flat texture with no alpha), and process it with the Pyrogenesis texture converter found in game’s developer tools. This may be found here in the game’s binaries: |
446 | | = '''__ [ Object Color]__''' = |
447 | | '''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image044.jpg)]]''' |
448 | | |
449 | | Object color is much the same as player color. It’s purpose is to offer a variety of color other than player color. For example, by using one single texture one is able to create a human head texture with a variety of hair colors: blonde, dirty blond, brown, gray, and black. Horse pelts also use this feature. We are able to use one texture for this purpose rather than multiple which saves space and texture memory for the game. It is designated specifically in the Actor XML file. |
450 | | |
451 | | '''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image043.jpg)]]''' |
452 | | |
453 | | = '''__[ Transparency]__''' = |
454 | | Transparency, like player color and object color, uses the alpha channel for it’s definition. The same methods are used for creation. This is probably the usage of the alpha channel that most are familiar with, so it doesn’t require much explanation. The Actor file that uses the texture must however tell the engine the texture has transparency and is called out as such in the Actor file. |
455 | | |
456 | | = '''__[ Other]__''' = |
457 | | '''UV Coordinates and Texturing''' |
| 429 | = Object Color = |
| 430 | [[Image(http://www.wildfiregames.com/0ad/images/artspec/image044.jpg)]] |
| 431 | |
| 432 | Object color is much the same as player color. It’s purpose is to offer a variety of color other than player color. For example, by using one single texture one is able to create a human head texture with a variety of hair colors: blonde, dirty blond, brown, gray, and black. Horse pelts also use this feature. We are able to use one texture for this purpose rather than multiple which saves space and texture memory for the game. It is designated specifically in the Actor XML file. |
| 433 | |
| 434 | [[Image(http://www.wildfiregames.com/0ad/images/artspec/image043.jpg)]] |
| 435 | |
| 436 | = Transparency = |
| 437 | Transparency, like player color and object color, uses the alpha channel for it’s definition. The same methods are used for creation. This is probably the usage of the alpha channel that most are familiar with, so it doesn’t require much explanation. The Actor file that uses the texture must however tell the engine the texture has transparency and is called out as such in the Actor file. |
| 438 | |
| 439 | = Other = |
| 440 | UV Coordinates and Texturing |
475 | | Some find that working at double the intended game resolution size in your 2D software package then scaling the final version down is useful. Others say that you waste time creating unused detail. The decision will be yours to make. |
476 | | |
477 | | '''Terrain Textures''' |
478 | | |
479 | | Terrains must tile. Meaning the left<=>right and top<=>bottom must seamlessly tile with each other. Terrain textures are in a large size because they are such a huge portion of what is visible on the screen. Care should be taken to avoid distinguishable repeating patterns on textures that have a high likely hood of more than 50% of the texturing being seen on the screen at a time (grass, dirt, sand, etc...). Recognizing repeating textures in unique aspects of terrain (cliff, rocks, roads, etc....) are not as critical. A texture spans approximately 11x11 tiles in the game. Scale your details on the texture accordingly. |
480 | | |
481 | | '''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image045.jpg)]]''' |
482 | | |
483 | | This terrain texture is for a guide for shadows. If there is a feature on the terrain (such as a rock, or a stick) that would benefit from a shadow, place the shadow to the left of that feature (not the shadow on the blue ball). This would be in line with the shadow position for the default angle and location of the sun in the game world. |
484 | | |
485 | | '''Terrain Blends''' |
486 | | |
487 | | '''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image046.jpg)]]''' |
488 | | |
489 | | This image is an example of how textures blend together in our game. There is a calculation performed by the game engine that recognizes the primary and secondary texture adjacent to tile in question itself. Based on that information it applies a suitable alpha mask. There are eleven possible different options. This template was created to help one see those options and create more transitions based on it. |
490 | | |
491 | | '''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image047.gif)]]''' |
492 | | |
493 | | To use this image, you are free to modify any part of the blend aside from the pixels on the edges of the grid. It could be a simple gradient as is seen here or it could be made blotchy, or feathered. Remember that the blends must interface with one another so their border blends should match. |
494 | | |
495 | | '''Skybox Textures''' |
496 | | |
497 | | A skybox is an interesting graphical feature of the world. It is for the most part unimportant to the game, but goes a long way to beautifying the world. The skybox is just that. It is a large cube in the game world that does not move relative to the camera. It is comprised of five textures for all faces excluding the bottom. The textures location is: art\textures\skies\<name>. The five textures are named front, back, left, right, and top. The files are saved as 32 bit RBGA DDS files. Reason being is that there is no file compression which means there are no artifacts on the textures. The textures were created in 3DS max by setting up a 5 camera’s each facing a direction. A textured halved sphere was created. All five camera’s render an image. You can test your images in this small program: |
| 458 | Some find that working at double the intended game resolution size in your 2D software package then scaling the final version down is useful. Others say that you waste time creating unused detail. The decision will be yours to make. |
| 459 | |
| 460 | Terrain Textures |
| 461 | |
| 462 | Terrains must tile. Meaning the left<=>right and top<=>bottom must seamlessly tile with each other. Terrain textures are in a large size because they are such a huge portion of what is visible on the screen. Care should be taken to avoid distinguishable repeating patterns on textures that have a high likely hood of more than 50% of the texturing being seen on the screen at a time (grass, dirt, sand, etc...). Recognizing repeating textures in unique aspects of terrain (cliff, rocks, roads, etc....) are not as critical. A texture spans approximately 11x11 tiles in the game. Scale your details on the texture accordingly. |
| 463 | |
| 464 | [[Image(http://www.wildfiregames.com/0ad/images/artspec/image045.jpg)]] |
| 465 | |
| 466 | This terrain texture is for a guide for shadows. If there is a feature on the terrain (such as a rock, or a stick) that would benefit from a shadow, place the shadow to the left of that feature (not the shadow on the blue ball). This would be in line with the shadow position for the default angle and location of the sun in the game world. |
| 467 | |
| 468 | Terrain Blends |
| 469 | |
| 470 | [[Image(http://www.wildfiregames.com/0ad/images/artspec/image046.jpg)]] |
| 471 | |
| 472 | This image is an example of how textures blend together in our game. There is a calculation performed by the game engine that recognizes the primary and secondary texture adjacent to tile in question itself. Based on that information it applies a suitable alpha mask. There are eleven possible different options. This template was created to help one see those options and create more transitions based on it. |
| 473 | |
| 474 | [[Image(http://www.wildfiregames.com/0ad/images/artspec/image047.gif)]] |
| 475 | |
| 476 | To use this image, you are free to modify any part of the blend aside from the pixels on the edges of the grid. It could be a simple gradient as is seen here or it could be made blotchy, or feathered. Remember that the blends must interface with one another so their border blends should match. |
| 477 | |
| 478 | Skybox Textures |
| 479 | |
| 480 | A skybox is an interesting graphical feature of the world. It is for the most part unimportant to the game, but goes a long way to beautifying the world. The skybox is just that. It is a large cube in the game world that does not move relative to the camera. It is comprised of five textures for all faces excluding the bottom. The textures location is: art\textures\skies\<name>. The five textures are named front, back, left, right, and top. The files are saved as 32 bit RBGA DDS files. Reason being is that there is no file compression which means there are no artifacts on the textures. The textures were created in 3DS max by setting up a 5 camera’s each facing a direction. A textured halved sphere was created. All five camera’s render an image. You can test your images in this small program: |
515 | | '''Idle''' – a very subtitle movement simply to let the user know the unit is not a stone. |
516 | | |
517 | | '''Attack''' – if capable of attacking, 2-3 variations would be nice |
518 | | |
519 | | '''Walk''' – a simple walk cycle |
520 | | |
521 | | '''Run''' – if capable, a run cycle |
522 | | |
523 | | '''Death''' – when the unit’s hit points reach zero, the unit must die. 2-3 variations |
524 | | |
525 | | '''Foraging''' – if capable, two types: picking berry bushes, and picking fruit from trees |
526 | | |
527 | | '''Mining''' – if capable, swinging a pick axe |
528 | | |
529 | | '''Logging''' – if capable, swinging an axe |
530 | | |
531 | | '''Farming''' – if capable, swinging a hoe |
532 | | |
533 | | = '''__[ Tools]__''' = |
534 | | Discreet's Character Studio has been the primary character animation tool for character animation. However with the use of COLLADA to export animations, a variety of software packages may be used as long as the skeleton, mesh, and animation use the same scale and bones. Standard 3DS Max Bones may also be used when a custom rig is necessary, though the total number of bones in a rig must not exceed 25. |
535 | | |
536 | | '''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image048.jpg)]]''' |
537 | | |
538 | | Above is the image of the hierarchy and naming convention of the basic Biped that is used for all humanoid animation in the game (Note: ignore the green boxes and the footsteps). If an alternative is desired that does not match this structure, contact the developers for support. |
| 498 | Idle – a very subtitle movement simply to let the user know the unit is not a stone. |
| 499 | |
| 500 | Attack – if capable of attacking, 2-3 variations would be nice |
| 501 | |
| 502 | Walk – a simple walk cycle |
| 503 | |
| 504 | Run – if capable, a run cycle |
| 505 | |
| 506 | Death – when the unit’s hit points reach zero, the unit must die. 2-3 variations |
| 507 | |
| 508 | Foraging – if capable, two types: picking berry bushes, and picking fruit from trees |
| 509 | |
| 510 | Mining – if capable, swinging a pick axe |
| 511 | |
| 512 | Logging – if capable, swinging an axe |
| 513 | |
| 514 | Farming – if capable, swinging a hoe |
| 515 | |
| 516 | = Tools = |
| 517 | Discreet's Character Studio has been the primary character animation tool for character animation. However with the use of COLLADA to export animations, a variety of software packages may be used as long as the skeleton, mesh, and animation use the same scale and bones. Standard 3DS Max Bones may also be used when a custom rig is necessary, though the total number of bones in a rig must not exceed 25. |
| 518 | |
| 519 | [[Image(http://www.wildfiregames.com/0ad/images/artspec/image048.jpg)]] |
| 520 | |
| 521 | Above is the image of the hierarchy and naming convention of the basic Biped that is used for all humanoid animation in the game (Note: ignore the green boxes and the footsteps). If an alternative is desired that does not match this structure, contact the developers for support. |