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Showing content with the highest reputation on 2017-12-07 in all areas

  1. @wowgetoffyourcellphone fixed any other suggestion ? i got most things looking good
    2 points
  2. Roman Cavalry will use ready variant's for keep the disciplinary roman style. Spartan/Mace Cavalry reverse spear variant
    2 points
  3. 2 points
  4. It is this time of the year and IndieDB once again organizes the Indie of the Year Awards, a competition celebrating the independent games and mods created by professionals and hobbyists alike. We had the honor of being highlighted during the 2009, 2010, 2012, 2013 and 2015 editions and we would love to renew the experience for the 2017 edition! The promise of releasing the game is becoming more and more realistic and the latest Alpha versions of the game have brought the players a fully-playable game on all kinds of platforms. We still have some planned features in store... but not many anymore. To support us, you have until December 10th to get us in the Top 100; if we make it, we will once again mobilize you to get us even higher in the leaderboard... The results for the Players Choice in the Unreleased category will be unveiled on December 27th. Vote for us here! 2017 Indie of the Year Awards via Indie DB Don't forget to login if you have an account! Your vote counts more this way, and as an extra incentive, you can win prizes by doing so! Every member of the IndieDB community who votes can win a game, and your chance increases with each participation. Thank you very much, we will keep you updated! PS - You can also vote for your favorite(s) 0 A.D. mods for the Mod of the Year Award!
    1 point
  5. Testing adding some bones in every leg will keep trying until get it (Not 100% finished yet) also added the bone tail but din't seem to change something i will try removing the helper Here's a frontal look i look carefully to avoid clipping
    1 point
  6. The Slinger are mercenaries from Judea. Hellenized of course.
    1 point
  7. @Alexandermb, I actually think what makes the back legs still look a bit bizarre are the fact that in the animation, when the hind legs are at their highest point underneath the horse, the bottom of the horse's hoofs are pointing downwards at an angle of 180°, while the bottom of the hoofs are supposed to point outwards at an angle of about 135°. Basically it needs to bend a little more (it's a little detail, but it could make the anim more natural). Another small suggestion is to add another bone to the back half of the tail, so that the tip of the tail can whip up and down more convincingly. @Phalanx Nice vid, but the horse's gait in that vid is canter, while the horse in Alexander's anim is galloping (faster/intenser). It makes the comparison at bit difficult, though I agree that the lower half of the back leg doesn't need to come up as high it does in the anim (it should indeed still angle a little downwards at it's highest). ps: wasn't wowgetoffyourcellphone referring to this guy's wrist: Also, maybe: You're almost there!
    1 point
  8. Macedonian or seleucid? Seleucid right? It would be cool to differentiate at first glance all units of different civilizations, even the ones that share cultures. They look very distinctive to the other Hellenic pikemen.
    1 point
  9. Debes seleccionar bien el foro. esto debe ser movido a modificación o lo puedes pegar en tu perfil.
    1 point
  10. Also rename every bone with the name of the target mesh for example: Hammer guy > HG_<Bone name> or whatever you like to name it, but don't use Finger_R only or may break other skeleton using the same bone name so this way you avoid breaking other rigged skeleton you are going to use.
    1 point
  11. Hey @Hello and welcome to the forums. Thanks for your interest in 0 A.D. modding. If indentation is correct your missing quite a few endtags. You can do <bone></bone> but also <bone /> if there is nothing in between. For instance <bone name="Finger_R" > should either be closed by a <bone/> tag or by being written <bone name="Finger_R"/> If you want I also wrote a script that generates Skeletons files from dae files automatically. https://github.com/StanleySweet/0AD-Skeleton-Generator On a side note I don't think you have to add the prop bones. Happy modding and feel free to ask any questions you might have. EDIT: Added link
    1 point
  12. Yes, it can accept only one entry. It's because it's a boolean, i.e. either true or false. If there are several technologies which enable it, then if you have researched one of those, then why would you research another one? Anyway, if you would want to allow a single faction to have multiple technologies to enable vision sharing, then make the "unlock_shared_los" autoresearched with any of those multiple technologies as a prerequisite (an OR statement). And if you want different factions to have different vision sharing technologies (but only one each), you can do that by keeping "<SharedLosTech>unlock_shared_los</SharedLosTech>" in the generic "player.xml" file, and inserting into the specific "player_x.xml" file of faction X: <Player> <SharedLosTech>unlock_shared_los_x</SharedLosTech> </Player> (or whatever you want to name the technology for faction X). To figure out where to locate which file, have a look at: https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates/special
    1 point
  13. in dota2 you can draw lines on the minimap in order to share tactical moves with your allies.
    1 point
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