Changes between Version 2 and Version 3 of ArtDesignDocument
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- Jan 7, 2009, 2:29:49 AM (15 years ago)
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ArtDesignDocument
v2 v3 1 1 '''[ INTRODUCTION]''' 2 2 3 '''[[Image( !http://www.wildfiregames.com/0ad/images/artspec/image001.jpg)]]'''3 '''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image001.jpg)]]''' 4 4 5 5 '''__[ PURPOSE]__''' … … 73 73 It is important to have the building types of civilizations be roughly the same shapes for easy recognition by the players across civilizations. You will always know that a building is of a certain type because they all have some feature in common. Usually it is they way the buildings are laid out, but we also use size to make distinctions. 74 74 75 __0 A.D. Theme__''''''' 75 __0 A.D. Theme__'''''''''' 76 76 77 77 * Above average color saturation (compared to the real world) … … 82 82 * Exaggerate the traits of the Civs - Celts were colorful (so in the game they will be very colorful) - Greeks had fancy architecture (so many of their buildings will be fancier than in real life), etc... 83 83 84 '''__[ File Naming Conventions]__''''''____''' 84 '''__[ File Naming Conventions]__''''''____'''''''' 85 85 86 86 All filenames should follow the naming conventions described below. … … 102 102 kart_hc.pmd – Meaning: Carthaginian Health Center Model 103 103 104 ||'''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... [[BR]]||'''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||104 ||'''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|| 105 105 106 106 '''__[[BR]] [ Art Pipeline]__''' … … 200 200 [http://en.wikipedia.org/wiki/Gmax Gmax] (export W3D, import W3D into 3dsmax) 201 201 202 '''__[ COLLADA EXPORT]__''''''____''' 202 '''__[ COLLADA EXPORT]__''''''____'''''''' 203 203 204 204 Note: Currently this has only been tested with 3ds Max. Some work may be needed to support other programs. … … 288 288 Structure footprint scale (in tiles) is as follows: 289 289 290 ||'''VILLAGE PHASE STRUCTURES'''[[BR]][[BR]][[BR]] * 5x5 - Civic Centre (Village Centre=>Town Centre=>City Centre)[[BR]] * 2x2 - House[[BR]] * 3x3 - Farmstead[[BR]] * 3x6 - Field[[BR]] * 3x6 - Corral[[BR]] * 3x3 - Mill[[BR]] * 1x1 - Outpost[[BR]] * 1x4 - Wall Section[[BR]] * 1x1 – Tower[[BR]] * 1x2 - Gate||''' '''[[BR]][[BR]]''' '''[[BR]][[BR]]'''TOWN PHASE STRUCTURES'''[[BR]][[BR]][[BR]] * 4x4 - Dock[[BR]] * 4x4 - Market[[BR]] * 4x4 - Barracks[[BR]] * 3x3 – Temple[[BR]][[BR]]'''CITY PHASE STRUCTURES'''[[BR]][[BR]][[BR]] * 5x5 – Fortress[[BR]] [[BR]]||291 292 '''__[[BR]] [ Polygon Count Limits]__''''''____''' 290 ||'''VILLAGE PHASE STRUCTURES'''[[BR]][[BR]][[BR]] * 5x5 - Civic Centre (Village Centre=>Town Centre=>City Centre)[[BR]] * 2x2 - House[[BR]] * 3x3 - Farmstead[[BR]] * 3x6 - Field[[BR]] * 3x6 - Corral[[BR]] * 3x3 - Mill[[BR]] * 1x1 - Outpost[[BR]] * 1x4 - Wall Section[[BR]] * 1x1 – Tower[[BR]] * 1x2 - Gate||''' '''[[BR]][[BR]]''' '''[[BR]][[BR]]'''TOWN PHASE STRUCTURES'''[[BR]][[BR]][[BR]] * 4x4 - Dock[[BR]] * 4x4 - Market[[BR]] * 4x4 - Barracks[[BR]] * 3x3 – Temple[[BR]][[BR]]'''CITY PHASE STRUCTURES'''[[BR]][[BR]][[BR]] * 5x5 – Fortress[[BR]]|| 291 292 '''__[[BR]] [ Polygon Count Limits]__''''''____'''''''' 293 293 294 294 Pyrogenesis supports real time strategy games. RTS games have large numbers of entities on the screen at one time at a small scale. Due to this small scale, the total polygon limits are rather low compared to the average first person shooter. This is a list of recommended max poly counts for 3D Modelers to take into account with making 3D models. … … 298 298 Note: Engine DOES NOT support Double-Sided polys - don`t use them. If double sided polys are required, duplicate geometry must be created with the normals flipped. 299 299 300 '''__[ LEVEL OF DETAIL]__''''''____''' 300 '''__[ LEVEL OF DETAIL]__''''''____'''''''' 301 301 302 302 Because the models in the game will be small on screen and because the poly counts must be kept low, anything smaller than a human hand should not be modeled but included in texturing. … … 316 316 Here are some examples of props: helmets, weapons, shields, capes, quivers, pottery, barrels, baskets, vegetation. 317 317 318 '''__[ PROPping with pyrogenesis 3ds max plugin]__''''''____''' 318 '''__[ PROPping with pyrogenesis 3ds max plugin]__''''''____'''''''' 319 319 320 320 This tutorial teaches on how to use the Prometheus 3ds Max propping tools. This will enable you to use the propping feature while doing your modding for 0 A.D. Well, if we are going to work with 3ds Max, we are going to need a plug-in and you can download that [http://www.wildfiregames.com/%7Eart/pmdexp6.rar HERE]. … … 336 336 The first thing we want to do is get everything orientated in one common location. The reason being is that each prop is anchored by a prop point. When we export the prop object, its orientation is based off its local axis. So, the idea is - we need the prop objects pre-positioned to ensure proper alignment in the game. 337 337 338 ||'''Step 1 - Attaching'''[[BR]][[BR]] [[BR]][[BR]]The next step is to select the structure and attach all [[BR]] the props:[[BR]][[BR]] [[BR]][[BR]] [[BR]][[BR]]You will see the following menu pop up, just hit OK.[[BR]][[BR]] [[BR]][[BR]] [[BR]] [[BR]]||'''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]] [[BR]][[BR]]Click on the hierarchy tab, then click the pivot button, then the "Affect Pivot Only" button.[[BR]][[BR]] [[BR]][[BR]] [[BR]][[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]] [[BR]][[BR]] [[BR]][[BR]] [[BR]][[BR]] [[BR]][[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]]Ok, you're now done moving your pivot. Turn off the 'Affect Pivot Only' button.[[BR]][[BR]] [[BR]][[BR]]||339 340 ||'''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]] [[BR]][[BR]] [[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]] [[BR]][[BR]] [[BR]][[BR]] [[BR]][[BR]]Then we detach them.[[BR]][[BR]] [[BR]][[BR]] [[BR]][[BR]]A new window will pop up.[[BR]][[BR]] [[BR]][[BR]] [[BR]][[BR]]I'm going to go ahead and properly name it right here.[[BR]][[BR]] [[BR]][[BR]]While I'm at it, I'll go ahead and properly name the structure too.[[BR]][[BR]] [[BR]] [[BR]]||'''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]] [[BR]][[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]] [[BR]][[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]] [[BR]][[BR]]||341 342 ||'''Step 5 - Exporting'''[[BR]][[BR]] [[BR]][[BR]]It is time to export! select both the prop point and the [[BR]] structure.[[BR]][[BR]] [[BR]][[BR]] [[BR]][[BR]]Go to File => Export Selected[[BR]][[BR]] [[BR]][[BR]] [[BR]][[BR]]Now go ahead and export your structure.[[BR]][[BR]] [[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.[[BR]][[BR]] [[BR]] [[BR]]||'''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]] [[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]][[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.[[BR]][[BR]]||338 ||'''Step 1 - Attaching'''[[BR]][[BR]] [[BR]][[BR]]The next step is to select the structure and attach all [[BR]] the props:[[BR]][[BR]] [[BR]][[BR]] [[BR]][[BR]]You will see the following menu pop up, just hit OK.[[BR]][[BR]] [[BR]][[BR]] [[BR]]||'''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]] [[BR]][[BR]]Click on the hierarchy tab, then click the pivot button, then the "Affect Pivot Only" button.[[BR]][[BR]] [[BR]][[BR]] [[BR]][[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]] [[BR]][[BR]] [[BR]][[BR]] [[BR]][[BR]] [[BR]][[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]]Ok, you're now done moving your pivot. Turn off the 'Affect Pivot Only' button.[[BR]][[BR]] [[BR]]|| 339 340 ||'''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]] [[BR]][[BR]] [[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]] [[BR]][[BR]] [[BR]][[BR]] [[BR]][[BR]]Then we detach them.[[BR]][[BR]] [[BR]][[BR]] [[BR]][[BR]]A new window will pop up.[[BR]][[BR]] [[BR]][[BR]] [[BR]][[BR]]I'm going to go ahead and properly name it right here.[[BR]][[BR]] [[BR]][[BR]]While I'm at it, I'll go ahead and properly name the structure too.[[BR]][[BR]] [[BR]]||'''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]] [[BR]][[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]] [[BR]][[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]] [[BR]]|| 341 342 ||'''Step 5 - Exporting'''[[BR]][[BR]] [[BR]][[BR]]It is time to export! select both the prop point and the [[BR]] structure.[[BR]][[BR]] [[BR]][[BR]] [[BR]][[BR]]Go to File => Export Selected[[BR]][[BR]] [[BR]][[BR]] [[BR]][[BR]]Now go ahead and export your structure.[[BR]][[BR]] [[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.[[BR]][[BR]] [[BR]]||'''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]] [[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]][[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.[[BR]]|| 343 343 344 344 '''[[BR]] [ Skins and Textures]''' … … 397 397 [http://developer.nvidia.com/page/tools.html nVidia’s Developer Tools] – Other useful DDS tools 398 398 399 '''__[ Graphics Formats]__''''''____''' 399 '''__[ Graphics Formats]__''''''____'''''''' 400 400 401 401 · '''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. … … 419 419 [[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. 420 420 421 NOTE: A hardware bug in all nVidia chipsets, including the NV20 (!GeForce3), potentially makes DXT1 textures gross and ugly. Specifically, decompression is performed in 16-bit color mode internally, making the resulting texture potentially unacceptable for use, especially when combined with other operations. Test your DXT1 textures on nVidia hardware before committing to their use. All other DXTC formats on nVidia hardware are okay, as textures are decompressed in 32-bit color internally. [[BR]]422 423 '''__[ BASIC HUMAN TEMPLATE]__''''''____''' 421 NOTE: A hardware bug in all nVidia chipsets, including the NV20 (!GeForce3), potentially makes DXT1 textures gross and ugly. Specifically, decompression is performed in 16-bit color mode internally, making the resulting texture potentially unacceptable for use, especially when combined with other operations. Test your DXT1 textures on nVidia hardware before committing to their use. All other DXTC formats on nVidia hardware are okay, as textures are decompressed in 32-bit color internally. 422 423 '''__[ BASIC HUMAN TEMPLATE]__''''''____'''''''' 424 424 425 425 A basic human template can be found here: http://www.wildfiregames.com/users/art/mythos/textures/newdude-newUVmap.psd … … 429 429 To the left is the base texture was designed to provide the most basic layer of what will be used in the game. Most all of the game unit art is built of this this skin. This is the standard. The upper left portion is the legs, the upper right is the arms. The lower middle is the body.[[BR]] [[BR]] The texture is tileable. What do we mean by tileable? Well the textures edges match up to aid you in lining up your texture seams. 430 430 431 To the right you is how the texture is broken down by quadrents. Also note that the integers are based on powers of 2. (though 384 is not).[[BR]] [[BR]]431 To the right you is how the texture is broken down by quadrents. Also note that the integers are based on powers of 2. (though 384 is not).[[BR]] 432 432 433 433 Notice how the following images wrap and tile as you offset them: … … 630 630 * Files are stored in a central repository. The repository is much like an ordinary file server, except that it remembers every change ever made to your files and directories. This allows you to recover older versions of your files and examine the history of how and when your data changed. 631 631 632 '''__[ Section 1: Creating Your Account]__''''''____''' 632 '''__[ Section 1: Creating Your Account]__''''''____'''''''' 633 633 634 634 Request an account from '''Jason Bishop''' (Wijitmaker) or''' '''he will have already created one for you and has sent that information to you. You will also be given a User Name (typically the school you represent followed by your first initial and your last name. Example: wfg_jbishop). This will be used as your personal login to access the SVN repositories. … … 666 666 Checkout puts a lot of strain on the server. If it times out, try checking out sub-sections of the repository at a time, or try again later when less members are downloading. 667 667 668 '''__[ Section 4: Updating your files]__''''''____''' 668 '''__[ Section 4: Updating your files]__''''''____'''''''' 669 669 670 670 A key component to any version control system is the ability to update your files to the latest versions available in the repository. Much like the rest of your everyday SVN operations, TortoiseSVN makes this extremely easy. The following steps will detail how this is done: … … 704 704 '''NOTE:''' To finalize the addition of files to the SVN repository you must '''commit''' the files you added! Follow the section on committing files above to see how that is done. 705 705 706 '''__[ Section 7: Locking a folder for your use alone]__''''''____''' 706 '''__[ Section 7: Locking a folder for your use alone]__''''''____'''''''' 707 707 708 708 In some cases it is advantageous to lock a specific folder or file so that only you are able to modify that. This is sometimes required to maintain configuration control or possibly you were given a specific assignment and you did not want other to interfere with your work. '''____'''