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Stan`

0 A.D. Project Leader
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Everything posted by Stan`

  1. What were you dealing with exactly? How's life on the other side of the BARrier btw?
  2. It is which is why you can't rejoin with AIs
  3. Sadly using prop points has a performance impact so it's discouraged to do it when you don't need them to adjust to the terrain. Someone posted some progress in making an accurate bixie. I'm really busy these days so I didn't have time to follow up. It's in the pipe though.
  4. My point was my faith in the people making this community. I'm idealist Locking this thread.
  5. Political discussions alway tend to digress and turn into a fight but if this discussion continues to be insulting and demeaning I will close it.
  6. Stan`

    Han China

    The important part is this.
  7. Stan`

    Han China

    Nope it just checks for the tags's presence in the XML <Upgrade> <UpgradeName> <CheckPlacementRestrictions/> </UpgradeName> </Upgrade> <Upgrade> <UpgradeName> </UpgradeName> </Upgrade> If it's there, then it's enabled, if not then it's not.
  8. A bit strange... That was fixed in A24...
  9. Hi @Knightwatcher This tutorial is unfortunately missing one step. You need to create a .js file next to your map files. This file should be referenced in your XML file. To do you need to add: "TriggerScripts": [ "scripts/TriggerHelper.js", "skirmishes/yourmapscript.js" ],
  10. Stan`

    Han China

    docs.wildfiregames.com ?
  11. Stan`

    Han China

    Maybe it took a lot of time because of the sample count. At least there is no noise. It's better to remove the alpha channel too for better compression.
  12. Stan`

    Han China

    You should have received an invite, use that power with responsibility
  13. Stan`

    Han China

    @Freagarach @Silier would be the ones
  14. Stan`

    Han China

    Actually that message is misleading. It's used to parse 3Dsmax and FBX exported files, because they contain some stuff the game cannot deal with. Blender is exempt of this. The XML is correct however the model is not. Prop points need to be parented to the mesh. To do so in Blender with all selected and the tower selected as active, press CTRL + P and click object. Then reexport. Small nitpick (Plane_083.005) should ideally be something like han_defense_tower, and the mesh (Plane.005) called han_defense_tower_mesh As for the AO, I made a custom material to bake it correctly. You can append it in your scene from this file → ao-as-emissive.blend Make sure to put the correct normal map in the graph, and to select the texture for baking. Of course apply the material to the mesh (Don't forget to remove it before exporting) Then instead of baking ambient occlusion, bake emissive ao-as-emissive.blend As for the fortress mesh itself, something is off with it, you shouldn't see through from any side.
  15. Stan`

    Han China

    If you mean the resource rice itself it was for easier integration I think. I tried to remove as much Delenda Stuff as possible, to avoid the commit that would break everything. If you mean the rice fields: Here is my discussion with Nescio han-inclusion-A25.pdf Here is the original rice field thread Here is the thread Yekaterina created Here is the thread Nescio created for the redesign This discussion is taking such huge proportions and I don't see a way to fix that easily. Do you want access? After all you made some significant contributions to the mod ^^
  16. Wonder if forge shouldn't have been a carpenter workshop or a stone cutter one.
  17. There was https://code.wildfiregames.com/D3979 https://code.wildfiregames.com/D3904 Does it work if you remove Action from IntervalAction? I suppose wraitii may have forgotten to update the maps...
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