Changes between Version 2 and Version 3 of ArtDesignDocument


Ignore:
Timestamp:
Jan 7, 2009, 2:29:49 AM (15 years ago)
Author:
Jason
Comment:

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  • ArtDesignDocument

    v2 v3  
    11'''[ INTRODUCTION]'''
    22
    3 '''[[Image(!http://www.wildfiregames.com/0ad/images/artspec/image001.jpg)]]'''
     3'''[[Image(http://www.wildfiregames.com/0ad/images/artspec/image001.jpg)]]'''
    44
    55'''__[ PURPOSE]__'''
     
    7373It 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.
    7474
    75 __0 A.D. Theme__'''''''
     75__0 A.D. Theme__''''''''''
    7676
    7777 * Above average color saturation (compared to the real      world)
     
    8282 * 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...
    8383
    84 '''__[ File Naming Conventions]__''''''____'''
     84'''__[ File Naming Conventions]__''''''____''''''''
    8585
    8686All filenames should follow the naming conventions described below.
     
    102102kart_hc.pmd – Meaning: Carthaginian Health Center Model
    103103
    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||
    105105
    106106'''__[[BR]] [ Art Pipeline]__'''
     
    200200[http://en.wikipedia.org/wiki/Gmax Gmax] (export W3D, import W3D into 3dsmax)
    201201
    202 '''__[ COLLADA EXPORT]__''''''____'''
     202'''__[ COLLADA EXPORT]__''''''____''''''''
    203203
    204204Note: Currently this has only been tested with 3ds Max. Some work may be needed to support other programs.
     
    288288Structure footprint scale (in tiles) is as follows:
    289289
    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]__''''''____''''''''
    293293
    294294Pyrogenesis 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.
     
    298298Note: 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.
    299299
    300 '''__[ LEVEL OF DETAIL]__''''''____'''
     300'''__[ LEVEL OF DETAIL]__''''''____''''''''
    301301
    302302Because 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.
     
    316316Here are some examples of props: helmets, weapons, shields, capes, quivers, pottery, barrels, baskets, vegetation.
    317317
    318 '''__[ PROPping with pyrogenesis 3ds max plugin]__''''''____'''
     318'''__[ PROPping with pyrogenesis 3ds max plugin]__''''''____''''''''
    319319
    320320This 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].
     
    336336The 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.
    337337
    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]]||
    343343
    344344'''[[BR]] [ Skins and Textures]'''
     
    397397[http://developer.nvidia.com/page/tools.html nVidia’s Developer Tools] – Other useful DDS tools
    398398
    399 '''__[ Graphics Formats]__''''''____'''
     399'''__[ Graphics Formats]__''''''____''''''''
    400400
    401401·        '''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.
     
    419419[[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.
    420420
    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]__''''''____'''
     421NOTE: 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]__''''''____''''''''
    424424
    425425A basic human template can be found here: http://www.wildfiregames.com/users/art/mythos/textures/newdude-newUVmap.psd
     
    429429To 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.
    430430
    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]]
     431To 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]]
    432432
    433433Notice how the following images wrap and tile as you offset them:
     
    630630 * 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.
    631631
    632 '''__[ Section 1: Creating Your Account]__''''''____'''
     632'''__[ Section 1: Creating Your Account]__''''''____''''''''
    633633
    634634Request 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.
     
    666666Checkout 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.
    667667
    668 '''__[ Section 4: Updating your files]__''''''____'''
     668'''__[ Section 4: Updating your files]__''''''____''''''''
    669669
    670670A 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:
     
    704704'''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.
    705705
    706 '''__[ Section 7: Locking a folder for your use alone]__''''''____'''
     706'''__[ Section 7: Locking a folder for your use alone]__''''''____''''''''
    707707
    708708In 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.  '''____'''