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Showing content with the highest reputation on 2019-11-28 in all areas
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After 5 Days of cleaning, animating, moving, deleting, searching, bug finding... It is done! Hopefully theres nothing much to be done later but it may be something i've missed. Clearly tweaking the whole cavalry isn't a small thing, those are thousands of actors + a lot of animations. Variants used by capes for cavalry: You can copy this variants and replace the ones in your cavalry actors in order to match the new ones whitout too much trouble. You can also use Notepad++ Search tool for replace in batch all actors whitout too much trouble like i've did, otherwise if i would have done it 1 by 1 it would had too me weeks to finish: Red: Old variant example. Blue: Replacement copying the variant. For horses this are the new variants:2 points
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Currently, it can be a little annoying to get a mesh from the game in Blender, especially when it has a lot of props. So I created this little blender addon for blender 2.8 What it does is it loads all the files used by the actor recursively (it picks random variants like the game does) and place all objects on their respective prop points using constraints. (Do not forget to disable constraints before exporting, else you might get into trouble) It also assign a diffuse, norm and spec material to the object @Syn I believe this will be way better than the explanation I gave you by e-mail, as it's a one click business @Alexandermb @LordGood @Enrique @Trinketos @The Undying Nephalim I believe you only use blender as a proxy, but it might be helpful for you as well. Here is an example with a model with a lot of props You can test it here https://github.com/StanleySweet/blender_pyrogenesis_importer/releases/download/1.3.6/io_scene_pyrogenesis.zip EDIT: Textures are assigned in the link above. EDIT2: The importer may edit files, to remove materials, effects or images that might have broken the import otherwise EDIT3: Update version.1 point
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Position: Documentation Manager / Any Do you understand that Wildfire Games is a non-commercial project, work for 0 A.D. is volunteer, and work is done for free? Yes Do you agree to distribute all your work for Wildfire Games under Creative Commons Attribution Share-Alike license? Yes Name:Beau Daniel Begley Email: begleyb@gmail.com MSN Messenger: beau.begley@live.com Location: Mount Morris, Michigan, United States Availability: 25+ hrs a week Age: 25 Occupation: Certified Computer Network Administrator / Business Owner Skills and Experience: I have managed (http://exonmedia.net) I was the Development Executive until I decided that was not what I wanted to do anymore (Teamspeak hosts get old) I manage my local Library in the summer, and I write Articles for my local newspaper WPM: 42 Owner+Founder of; Paradox ; and all affiliated communties AoGamers; AllOutGamers; SKe; and FiveHeadGaming Servers Discord Pro <3 (Already working on a Full Featured Discord) Motivation: I like to make a difference in everyone's life that I can, Documentation is a must! Personality: Self Motivating, (Get it done right the first time) Short Essay: Actually, I found WFG in 2013, Explored the website, checked out the forums, wiki, and everything else around WFG. I also downloaded 0 A.D. and the source code and tinkered with it for a few days, checking the whole format out and what 0 A.D. is about, base line, and what we as a team want out of this. Interests and Hobbies: I go hunting, Fishing, Snow Boarding, Skiing and I also help build houses. Staff: No. Community: http://alloutgamers.com ;; http://exonmedia.net ;; http://aogamers.org ;; http://fiveheadgaming.com Favorite Game: When I was a kid I played; (RuneScape), I now play WoW. WorkExamples: Already Stated Above. Many Thanks, Beau1 point
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Defensive , walled CC. A stronghold. Similar to age of mythology. https://ageofempires.fandom.com/wiki/Fortified_Town_Center I remember ear this for first time by @Mythos_Ruler he is AoM fan. And is or was planned in original diagram. https://ageofempires.fandom.com/wiki/Citadel1 point
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I began learning Blender in my spare time 6 months ago and I am fascinated by Ancient Civilizations. Exploring the models helps me understand how they are made and if I can I would like to contribute as my skills improve.1 point
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Interesting, thanks. In general I would avoid animated objects. The support isn't complete and action are not imported. For those it's better to use the blendfiles when available. Let me know if you need a specific one. Might I ask what your use of the tool is?1 point
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Let's stick with "Sie" then I'd go for "Die Karte Erkunden" for the title while "Spionieren" might be better suited for things like spying on enemy bases, expansions and troop movement. But you're doing great so do as you see fit1 point
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The problem with fire reload so much quick is something we were guessing before, the powerful of the fire on long range.1 point
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I'm locking this topic because it's not getting us further. Feel free to state opinions on balancing that are not already mentioned elsewhere on the forum but please do so in a factual tone ideally proposing thought through solutions if at hand, thanks1 point
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Drive-by comment by anal-retentive proofreader: quadraped -> quadruped. Animations look great to this layperson1 point
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Depends how many errors will be discovered in them. And also @Alexandermb is doing some improvements what requires variant changes. Well there are 7 release blockers that need to be fixed (patch) or confirmed they are fixed.1 point
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I do believe those long lances were held with 2 hands, also need to be held close to the body, they'd have a fair bit of inertia to them in the galloping cycle, and would be bouncing all over the place otherwise but good! your older animations are starting to pale in comparison to your new ones I have to say1 point
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You severely underestimate my long standing desire for classic AoE style ballista towers to be added into the game1 point
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Trying to change Attack ranged_Bow animation for remove the annoying foot going back constantly like dancing while shooting: came up with this: Ingame: (Obivously requiring some adjusments in the variant timers and bow animation adjusments wich i was planning to do in any case to generalize the bow armature instead of single animations per bow) Comparisson: NEW: OLD: That backstep on the right foot, goes constantly over and over and over and over wich breaks pretty much the visual.1 point
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Can you mention what features? i would like to have a vision of it. New idle relax for archer done, as well as the new jog animation: Plan: New Idle Ready for archer: While the idle relax keeps the bow whitout being stretched in order to retain the silouete of the archer, the ready version stretch the bow as if its "ready" to fire: All of this with having in mind to retain as much as possible from the main animation, considerating that we only have archers using ready variant pose: Now i just need to do some relaxed idles and ready jog animation and we are done with the archer and probably covered all the infantry natural idles.1 point
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I always wanted to have M2TW like combat in this game so I am all for it but I can't commit code...1 point
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