Changes between Version 44 and Version 45 of ArtDesignDocument


Ignore:
Timestamp:
May 21, 2019, 2:07:29 PM (5 years ago)
Author:
Stan
Comment:

Remove the outdated propping tutorial, and fix missing bold text.

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  • ArtDesignDocument

    v44 v45  
    4545[[Image(art-pipeline.png, 1024px, align=center)]]
    4646
    47  1. Design Document
     47 1. '''Design Document'''
    4848
    4949 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]]
     
    5252 2. '''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.
    5353 2. '''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.
    54  2. '''Rigging/Animation''' - Non-static models require rigging and animation. This is a complex process that is discussed in more detail in the Animation section.
     54 2. '''Rigging / Animation''' - Non-static models require rigging and animation. This is a complex process that is discussed in more detail in the Animation section.
    5555 2. '''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.
    5656 2. '''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.
     
    283283
    284284Here are some examples of props: helmets, weapons, shields, capes, quivers, pottery, barrels, baskets, vegetation.
    285 
    286 ----
    287 === Tutorial: Proping with pyrogenesis 3ds max plugin ===
    288 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].
    289 
    290 What propping does is allows us to transform this:
    291 
    292 ||[[Image(http://www.wildfiregames.com/0ad/images/artspec/image006.jpg)]]||VS.||[[Image(http://www.wildfiregames.com/0ad/images/artspec/image007.jpg)]]||
    293 
    294 This is an important tool because in 0 A.D. we only allow one texture per model. We also made an effort to conserve the texture database size by reducing the quality of textures in the game. This also, in the long [[BR]] run, sped up the development process and encouraged visual cohesion.
    295 
    296 So, what is a prop? Well a prop is an actor with its own attributes and behaviours. In this example, here is a a better view of the above images that shows what in the image are props:
    297 
    298 [[Image(http://www.wildfiregames.com/0ad/images/artspec/image008.jpg)]]
    299 
    300 We have a crate, barrel, anvil, dummy, shield, windows, door trim, and a chimney. Now, in the game, we can create multiple prop points. This can be useful because you could add variety with a random function that swaps out prop actors with every new entity created in the game. So, for example, with this one, we could have that shield actor switch out with a collection of shield props. However, for the purpose of this tutorial we will consider this collection of props as one prop.
    301 
    302 So lets get started!
    303 
    304 [[Image(http://www.wildfiregames.com/0ad/images/artspec/image010.gif)]]
    305 
    306 This is how the building looks on our 0 A.D. max file template. You can see the building is properly scaled for a 3x3 tile size and all the props are so far unique actors. Even though the props are separate objects (at the moment), they are sharing the same textures. Again, if a prop has a separate texture, it must be attached separately with its own prop point. Here is the texture that these props are skinned with:
    307 
    308 [[Image(http://www.wildfiregames.com/0ad/images/artspec/image009.jpg)]]
    309 
    310 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.
    311 
    312 ||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.||
    313 
    314 ||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)]]||
    315 
    316 ||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.||
    317 
    318 =  =
    319285----
    320286== Skins and Textures ==