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Showing content with the highest reputation on 2014-08-29 in all areas

  1. http://www.wildfiregames.com/forum/index.php?showtopic=17542 tells you how to import 0 A.D. models into Blender, the other tutorials in that sub-forum are more related to 0 A.D. specific stuff, but might be worth taking a quick look at as they give an overview of how 0 A.D. does things (as are the wiki pages listed here: http://trac.wildfiregames.com/#Forartists: ). For where to find models/textures: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/meshes (i.e. art/meshes in the public mod in your local 0 A.D. installation, please see http://trac.wildfiregames.com/wiki/GameDataPaths for where the game saves its files on different operating systems, if you have e.g. Alpha 16 it will be in a zip file called public.zip, if you have SVN it will be under the folder structure described in the link at the beginning of this paragraph). http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/textures is the corresponding folder for textures. As 0 A.D. sometimes uses one texture for several different objects, and has got other settings like shaders and particles, models and textures (and the other visual things) are combined in "actor files", which is hugely convenient when you do things for the game, but can make things a bit harder in e.g. your case. In other words, to find out which texture is used by a particular model, find the object you want and then locate the corresponding actor in http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/actors , in that XML file you will be able to tell all the parts which make up each object (Some objects are made up of several smaller objects which are "propped" onto the main object, not sure if STK has got something similar, otherwise you might have to do quite a bit of work to combine things together.)
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  2. Stronghold did tunnelling great. Would find a video demonstrating - but all the fracking videos now are of 1000 of this versus 1000 of this... *sigh* If you can do tunnelers like stronghold tunnelers (without all the stress and bugs) all will be well.
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  3. It's a quick map if you now what to do: - Rescue the druid. - Hunt the Centurio. - Finish off the Roman fortifications and hope for Caesar not sending a new Centurio in time. You can finish all this easily within 5 to 10 minutes. The longer you have to stay defending your village, the more Roman units you have to counter. Finally you will be doomed, as the Romans even will overrun your heroes at some point if you stay idle for too long. Have a look at the minimap in the screeny. A Roman garrison just left its fort to lay siege to your village.
    1 point
  4. The problem with the idea that the game is too slow is that while you may have some vocal people saying the game is too slow, there are many thousands more who either don't care enough to state that the game is too slow or the game speed is just fine for them. In my comment about game speed (1.25x), I am just trying to get people to understand that (I think) the game has game speeds for a reason. That reason (again, I think, I do not know) is to allow players to play the game at speeds they are most comfortable with. My opinion is that the 1x game speed is just fine for beginners or players who want to more leisurely-paced game. Players who want a faster game can play at 1.25x speed, which is what I tend to play when I don't have time for a longer game. In my opinion, a qx game in 0 A.D. is about as fast as a 1x game in Age of Empires II.
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  5. Again, using Numantine reconstructions as reference.
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  6. I couldn't find the smoothing glitch:
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  7. yeah, that's a good point. iber_struct doesn't have many opportunities for player color unfortunately
    1 point
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