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Showing content with the highest reputation on 2014-04-08 in all areas

  1. Here is the animated pivot. Ready to implement if the game has the walking donkey animation. BTW if someone is interested I just forgot to convert object to bones.That's why it didn't work more info here. http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/index.html?url=files/GUID-E08D0050-23FF-4F6D-9A7F-A4651FABA22B.htm,topicNumber=d30e53982 Rigged Grinder.7z
    2 points
  2. Maybe converting for enemy and healing for friendly units? I would like to hear Idanwin on this.
    2 points
  3. No. If the ball is not animated with a bone it will not work. Object animation data do not work in the engine, only bone animation data.
    2 points
  4. Here I post my tutorial about template modding and unit creation. Enjoy! I hope you learn a lot of it! If you still have some questions, feel free to ask. edit: the resulting files can be found here: http://www.wildfiregames.com/forum/index.php?app=core&module=attach&section=attach&attach_id=7532 edit2: From now on, the tutorial can be found in the wiki: http://trac.wildfiregames.com/wiki/CreatingNewUnits This wiki page contains additional info (compared to the pdf document) with regards to setting up your mod, to work with the Mod Selector found in 0 A.D. Tutorial Unit creationv1.pdf
    1 point
  5. Nice and helpful guide, thanks for this
    1 point
  6. Thanks, I already had fixed in a more difficult way.
    1 point
  7. You need power-of-two sizes in game, but AFAIK, it doesn't need to be square. F.e. a 16x128 texture should also be possible. Of course, you can use a square texture, and share it with different weapons (fit some types of sword on the same texture).
    1 point
  8. In edit mode, move all the vertices of the sword until grip is in the origin of the scene, then exit object mode. Shift+C - Centers the cursor at the origin of the scene. Ctrl+Alt+Shift+C - Opens a menu related to the origin of the object, select "Origin to 3D cursor" (which is at 0,0,0) This way you have the object's origin in the correct place, and the object is ready to be exported since it's already centered.
    1 point
  9. Hi guys! Sorry for my inactivity. I have an Osprey e-book about Viking ships. However, I'm currently out of town and is hard pressed to do some reading. Will post, hopefully within this week.
    1 point
  10. It's usually easiest to use the 3D Cursor to mirror bones. - Position 3D Cursor at the center (Shift+S -> Cursor to Center) - Switch Pivot Point to 3D Cursor (Period Key, or the drop down on the header) - Select the bones that need to be symmetrical - Duplicate (Shift+D) and Cancel (Esc) so bones duplicate but aren't moved - Mirror (Ctrl+M -> choose appropriate constraint: X, Y, or Z, click to confirm) it should use the 3D Cursor as the pivot point. If you name things using .L or .R you can use the Flip Names option in the Armature Menu. It'll change Arm.L to Arm.R for you, but only works with that exact naming syntax.
    1 point
  11. Well, the skeletons will be useful for the unavoidable Wesnoth mod.
    1 point
  12. That's in the civ.json file that you need to add "formations/" in front of the available formations for that civ.
    1 point
  13. Should be better now Oh... That may sound stupid but I don't see the button to change name ?
    1 point
  14. Launched the game to have an idea, and moved the rotative thing.
    1 point
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