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Archaeological potpourri
Gurken Khan replied to Gurken Khan's topic in Introductions & Off-Topic Discussion
Here's an interactive online tool with 300,00 km of Roman roads: https://itiner-e.org/ - Today
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jenyjack joined the community
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Buenos día, tardes o noches; -Me refiero a hacer un foro como este (sobre los escitas) en la sección "Delenda Est" pero para los sármatas.La información sobre las dos culturas está muy mezclada. Disculpen las molestias*
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Thank you - will give a try
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The next release will no longer use macOS proprietary OpenAL (deprecated and possibly now broken on Tahoe), but an open source alternative. You can try the latest test version from https://jenkins.wildfiregames.com/job/0ad-bundles/93/artifact/
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Correct, 26.1
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BwanaKevin joined the community
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All unit creation, animal, character, vessel, and building sounds are currently missing in my game, although attack sounds, the flare marker sound, and other effects still play normally. I am using a MacBook Air M1 and have already attempted a full reinstall of 0 A.D., including deleting all related files and even reverting to a previous version, but the issue persists. Despite these steps, no ambient or interaction sounds (such as movement or construction) are restored. No errors pop up either.
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Let me ask to an expert. @Stan` Have you ever seen that format? Another person you can ask is @nifa. Apparently with pluggings in Blender.
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I can find them, but how or with what program do I convert them to .CEM format? (That's the format the mod uses for models.) Another detail: I can only find objects separately, and in the 0D.C. editor, they're displayed both in parts and as a whole, but the zip file you mentioned only contains parts. And yes, you discovered this possible surprise (if I manage to extract it successfully, of course).
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I think I've seen you on the internet I mean on YouTube. https://youtube.com/@mapachin_escenarios3?si=Ibm7Qby8V7CdHmY0 You have two options: go to mods folder and unzip mod.zip or download the game code which already comes unzipped. Use blender to open our "meshes"(This is what 3D models are known as).
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Very chaotic and very clean The stones should be dirty, for a gigantic stone mine with steps and wooden structures it looks beautiful.
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OmnihearKaufen joined the community
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Mapachin Escenarios started following Extract game files
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I'll be honest and direct, I'm developing a mod as a hobby (Empire Earth Reforged, if you're wondering). I'd like to know if there's a process for extracting some models and converting them to a different format for use. I would, of course, give proper credit. I'd appreciate it if someone from the project could answer my question and perhaps support this fan project. I'd like someone from the project to answer my question and perhaps support this fan project. The link to the mod's page is: https://www.moddb.com/mods/empire-earth-reforged
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I'd say keep the entrance part, but remove the volcano. We've seen several artistic images of Kurgans, at least temporarily, having an entrance. For the stele, I think they should have a more regular pattern to their layout. For the rocks along the base, I think they look too chaotic right now. I agree there needs to be something to help the hill of the kurgan to blend with the existing terrain mesh and rocks are a good way to do it, it's just too chaotic looking right now. You are on the right track. I appreciate the attempt at some detail at the top, but in no reference or even artistic interpretation have I seen a pile of rocks at the top, though I am open to being wrong. You did a really good job UV mapping the grass on the hillside. Most of the other attempts from other artists have kinda failed at this detail. I appreciate the effort and would really like to see you keep iterating on this and making something nice. I'd also like it if you made a 2nd custom mesh for its foundation actor too, because as you've noted, it's quite a different construction from other buildings in the game.
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Mapachin Escenarios joined the community
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AlexHerbert started following Mod advice needed
- Yesterday
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@user1 host closed ranked game without surrending while he was about to lose. My lobby: XooXaan His lobby: k_im commands.txt
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How Compatible Are 0 A.D. Maps Between Versions?
Stan` replied to Perzival12's topic in Scenario Design/Map making
Nope and neither for R28. I usually did the work when porting hyrule, but i haven't done that in a while -
How Compatible Are 0 A.D. Maps Between Versions?
Perzival12 replied to Perzival12's topic in Scenario Design/Map making
Is there one to convert A26 to A27 yet? The two scripts are just A25 to A26. -
How Compatible Are 0 A.D. Maps Between Versions?
Stan` replied to Perzival12's topic in Scenario Design/Map making
https://code.wildfiregames.com/P232 And https://gitea.wildfiregames.com/Stan/pyrogenesis-migration-scripts -
I just added this to my mod. Thanks for the idea!
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How Compatible Are 0 A.D. Maps Between Versions?
Perzival12 replied to Perzival12's topic in Scenario Design/Map making
How? In the Scenario Editor? Text Editir doesn’t open .pmp files. Where can I find these? -
Civ: Germans (Cimbri, Suebians, Goths)
Obskiuras replied to wowgetoffyourcellphone's topic in Delenda Est
My real name is Alejandro Liaño. -
Theres also this mod. In the next release its not necessary any more.
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@user1 jojolapra left without resigncommands.txt @user1 i am 33remido, jojolapra left the game wicommands.txtthout resign
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the scythians are meant to have one too, though it's ahistorical, but the art is still missing lol, never realized it looked like a volcano. There is an entrance under it, with a sacrificial place inside, where the fire is burning. I used this model as hp: https://sketchfab.com/3d-models/anta-grande-do-zambujeiro-5f328a5d7cdd4f96b9a4dcacb426348e I can get rid of the fire and add a stone that covers it so it looks more like a cave. What would you think? And I'm also planning to darken it. The original model as bad lightning from the sun in it. It's an attempt to deal with the problem that there are not really many possible props. Otherwise it would be just a plain hill and look kinda naked. The positioning is of the steles and the props is definitely up for discussion. I'm not saying I'm completely happy with it. Same with the colors. The other major problem with this task was the part where the mesh touches the surrounding topography. It's an organic building, so it can't just have a foundation. That's why I decided to go with gravel stones around the base. They will look cleaner in the final version.
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