Today's update goes over Agon's Community Talent program and how you can become a member. It also provides a development recap of the last week. Read more: Official Launch of ACT
There is no selection to it, that's why. Every member of the community is invited to join, all that is required is to test the changes and provide feedback. It is not meant to be an "elite club of people" but more a focus group of whoever is willing and able to test the changes.
With these new hypothetical armour, weapon, and shield skins, would the type of armour or weapon still be somewhat distinguishable? Ie. being able to recognize that something is a justicebringer, or an internal chest etc.?
Could we get some more information? @MWTaylor @Andrew 1. How many materials per item? 2. What kind of maps are supported? Do we have a metalness map/specular? What kind of workflow should we be using? 3. What kind of polygon counts are we looking at? 4. Is there support for normal maps? If yes, what format do you need them in? 5. Do you need multiple LOD groups (I'm guessing no but thought I'd check anyway). 6. Do you have a Substance Painter shader/export settings file we could use? 7. Does Darkfall support multiple smoothing groups?
Where is .object-3d model files ? They should act like examples and modding kit. "Armor Skins - Skinning existing armor can be done by someone willing to work with existing textures." - To be able to skin anything you must have its model in your hands. You announce ACT and its all wind :[ Why are you afraid to show old and poor DF models to public ? There is nothing special about it. Now I hoped I can practice Blender for some time. This too, but with source models.
Could we also get some information on things like how much space a particular object can take up? ie. How much space does a bookshelf take up? How much space does a large dining suite take up? Give us some dimensions to work with so we can get everything to scale correctly. --- Post updated --- Who wants a hookah for their house? Haven't unwrapped or textured it yet.
1. Multiple, I'm not sure if there is a max we've never used more than 2-3 from what I'm aware. 2. Color! (don't forget this is an old engine) 3. We don't know for certain a limit, so we've been keeping things as low as possible while maintaining as much detail as we can. Weapons for example we've been trying to keep in the 500 quad range (I'll ask demo to be certain) and hand painting details where possible. 4. Not at this time 5. Don't need them 6. Will have to ask demo if he uses anything specific 7. Yes. --- Post updated --- There are reasons why we can't just dish out source material to everyone, so if you are interested in that aspect you have to sign up. --- Post updated --- There is a ton of information that could potentially be wanted so while it's not the most ideal situation I would rather get people into our team comms that are seriously interested and they can request more detailed information there. It will be cleaner and we'll setup better organized and searchable info.
Then how does the game tell metal from non-metal on the same texture? A good example is the buckles on the back of the human male model, where the buckles have a metallic look to them but the rest of the character has a non-metallic look.
You want us to make you 3d models - then give us examples or enough information if you can't show us few outdated models that nobody needs anymore. 500 quads and nobody can use them because they are 10 years old. So DF engine using quads and not triangles ? Now it looks like low-poly modding, common in ancient times around 2010 :]
love what you guys are doing and how hard you're still working on this, thank you very much never let the dream die. <3