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Already exist to filter current selection: hotkey.autociv.selection.nowoundedonly = "K" autociv being op, you can create or modify the hotkeys and make for example : hotkey.autociv.session.entity.by.health.nowounded.by.class.select.Cavalry = "" hotkey.autociv.session.entity.by.health.wounded.by.class.select.Cavalry = "" This hotkeys system is in/shared with ModernGUI now.
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I would also go the status effect route to achieve this, they ignore armor indeed. And you can easily make your own status effect by looking into how the existing ones work.
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Looks nice I could open it with blender 4.5 LTS and export the .dae. Tells me there might be data loss, but so far it worked fine. I put together the files for a mod and attached it. Can be found in the scenario editor -> actors -> olive_new. So far the 4 meshes are replications, but you can easily substitute them to test however you like. There is also a blank alpha decal_texture, in case you want to add a decal on the ground. The polycount might be a little high, since each of your branches has 12 tris. On the other hand, this reduces alpha texture display. It's best to compare it to the existing trees, their polycount can be seen in atlas. As long as it doesn't go much higher, it should be fine. If you want, you could gently bake ambient occlusion on the diffuse. For the bark the UV looks a little stretched. You can also use an existing image texture for it, as long as it is licence compatible (preferably CC0), something like this: https://download.blender.org/archive/textures/bark/ Have fun! olive_tree.zip
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