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Stan`

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

  1. Hey @nifa This looks pretty nice. Great work. Maybe we could somehow reduce the polycount by baking some of the stones into a decal with a normal map?(looks like it's already a texture but I can't check right now) Could save some tris by making the decorations transparent texture instead of little squares. Might be nice to find a way to have a hint of player color as well.
  2. I don't know much about the .CEM format. From my little understanding though, a tool exists that will allow you to export to .CEM from Blender. In Pyrogenesis, the engine behind 0 A.D. meshes only support one material at a time. So for that reason and for modularity meshes are split into lots of pieces. For static meshes I wrote an importer from the game to Blender assuming you use the development version of the game. For animated meshes, I would not recommend using the blender importer, so it's better to use the blend files, provided they exist in the art repository
  3. You can only do that by using simlinks. There is no option in the game to do that.
  4. Nope and neither for R28. I usually did the work when porting hyrule, but i haven't done that in a while
  5. https://code.wildfiregames.com/P232 And https://gitea.wildfiregames.com/Stan/pyrogenesis-migration-scripts
  6. It depends. Sometimes you'll need xml changes e.g entities being removed. If a terrain was removed you'll need to edit the pmp. Other than this you should be good. There are some scripts to migrate maps from version to version
  7. We could trick it like Lordgood did. Basically inside the model you'd hide the fire. And using two bones to stretch it you could do something yeah. For now though, it does nothing. I think it was heavy sarcasm.
  8. Joining the lobby should be possible from anywhere, unless your country blocks it. Joining someone's match on the other end is another matter. The only solution would be dedicated servers you can join, and that requires money.
  9. It should though... Mods should install next to public if thats passed.
  10. Technically at some point someone planned for walls to upgrade to fortresses.
  11. cc @Itms Probably nothing we can do because it needs to be filed on the Gitea Side.
  12. Can you report the errors you're getting upstream? @ShadowOfHassen
  13. That's strange, also expect the performance to be way worse.
  14. Same reason, the cost of integrating, testing, bringing up to standards has not been undertaken.
  15. Hey, I'm Stan. I'm technically no longer the leader though. Regarding changing this gameplay mechanic aside from convincing some people you'll have to make a patch on Gitea. There are a lot of great ideas, but developper timer is scarce, and patches speak louder than words Do note however that having a patch doesn't mean it'll get merged.
  16. Where is the origin of the models ? https://www.youtube.com/watch?v=SH1ZpxL5_gA
  17. Strange, it's the second time somebody posted this.
  18. Do you get an error message or something? I see the link to the wiki, which are the instructions one should follow, and I can access it in incognito mode without issues.
  19. Hey @Perzival12 The game automatically detects the skeleton of a DAE, using the files in art/skeleton. If there isn't any matching the structure from your new mesh, it will fail. I have a python script to generate the skeleton from a given DAE file. https://github.com/StanleySweet/0AD-Skeleton-Generator
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