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For the animations, use the variations for the caratacos hero; regardless of the chosen human mesh model, the animations can be used with all of them. https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/actors/units/britons/hero_cavalry_swordsman_caratacos_r.xml
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We have some medieval mods; once you start to understand a bit more about how props work, you can, for example, use them for something closer to the Joan of Arc: https://github.com/0ADMods/xiiiad and https://github.com/0ADMods/millenniumad
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Hello. Most likely, the tutorial you saw used older files; a lot has changed. However, as I understand it, what you're aiming for right now is something simpler—you don't need to modify any .dae files. To understand how the units are assembled, take a look at the javelin-wielding heroine Boudicca: Note that in one file we prepare what the warrior will wear, as well as the animations and model to be used, while in the other file we prepare the mount and link it to an anchor point (a point that exists within the mount's .dae file). https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/actors/units/britons/hero_cavalry_javelinist_boudicca_m.xml https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/actors/units/britons/hero_cavalry_javelinist_boudicca_r.xml
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By guerringuerrin · Posted
@Atrik! I’ve been testing the PR. I haven’t noticed any functional bugs. Everything I’m noticing is related to tweaks for the units values. So I’ll share my impressions of their current behavior. In general, the units feel more “heavy” to me. I find it somewhat appealing, but I think it will all depend on the fine-tuning that’s done. I think some degree of overlapping could also be fine to make unit bumping feel less noticeable. I don’t think civilians and infantry should have such a gradual rotation, at least not when they’re moving individually. I hope I can explain what I mean. I don’t know anything about crowd movement, but I have the feeling that their turns should become wider as the size of the group increases, with this being more of a consequence of them bumping into each other. Maybe civilians could also be allowed to overlap with each other a little more. I’m sharing a few videos showing different situations. Unfortunately, we still can’t test multiplayer, so I did my best to simulate a battle. Woodcutting. Notice the woman on the left who gets stuck and can’t reach her destination, around the end of the video. I’ve never tested this with the vanilla version, so I can’t really compare whether this happens there as well.. Mining brothers: Here I get the feeling that the elephants are trampling the horses. Some horses appear to be standing still while being pushed around, or simply remain stationary, as if they can’t find a path to their targets. The trampling looks interesting, but the horses remain stuck for too long. And the elephants seem to have this infinite pushing loop. I assume you’ve already noticed it. Chopping Wood.mp4 -
By Paloma Melo · Posted
Hi! I’m making a small personal mod for 0 A.D., based on Joan of Arc. I’d like to use Boudicca’s rider (not the chariot), change the horse to white, replace the javelin with a sword, and give the rider plate armor. This is for personal use. I’m having trouble identifying the correct model files. In the game’s art resources, I can find PMD files, but not the DAE files referenced by the actors. I found older DAE files in the Wildfire Games repository, but the horse I see in Blender looks different from the horse shown in Atlas. The repository model looks more symmetrical and angular, with fewer polygons. The horse in Atlas looks more stylized and has more sculpted details. Their idle poses also differ: in Blender the hind legs are aligned and the head and neck are more upright; in Atlas one hind leg is forward, the other back, and the head and neck angle downward. Could someone point me to the current source model for the horse used in the game, or explain how to match the model and pose shown in Atlas? I also tried making a basic test mod, but 0 A.D. reported that it was incompatible. My mod.json has the correct dependency, 0ad=0.28.0, and the mod version is also correct. What else could cause that warning? I’m using 0 A.D. 28 Boiorix on Windows 10 . I can attach the two screenshots and share my test mod’s mod.json if helpful.
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