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Everything posted by Stan`
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Some limitations with bones 63 bones maximum. Else an option called GPU Skinning will do some very bad things. With regards to a better armature sure go ahead, you might want to see if you can reuse it for the muskox You will need a skeleton file → https://github.com/StanleySweet/0AD-Skeleton-Generator ← You can feed it dae files and it will generate the file for you to put in art/skeletons Usually we prefix the bones to avoid conflicts with other skeletons. The actual model looks very good. I can't wait to see how it looks in game. how did you make the texture ? Make sure to only use CC0 or CC-BY-SA 3.0 references, and in case of the later, to mention the person who took the image. With regards to the UV you could probably optimize it a bit. The horns use too much space compared to their size which would be better used for the rest of the body. The animal is not symmetrical (with regards to the texture) but if you make it so, you can save also a lot of space (It's a matter of taste as it looks good right now )
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Sure. I'm not opposed to more elephants Just wanted to seize the opportunity for more animal variations for our future biomes EDIT: @feneur can you lift @MrLux 's post limit ?
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Looks good now. As always you can nitpick forever ^^ Maybe you could fix the wooden beams behind the targets for instance they kind of overlap each other
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Maybe yes. Any reason for the change besides, why not ? Maybe. Those animals are very rare and very unlikely to survive in the wild due to their colors. Also I can't figure wether they are a recent creation or not. It says introduced by settlers in india, but that could be any time ^^
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Sounds good to me, hopefully by the time you're done @Alexandermb will finally after the past months have internet at all again. Then we'll see about the elephants. There are so many animals to be done though that time should not be the issue
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So it is. (Derivative work). White peacocks are very rare though. I'm wondering if we should make them a 1 / 100 variant. The CC above feels a bit heavy.
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Also if you were using 2.8+ you could use my script to import actors. (It imports actors, textures, and props in one go) https://github.com/StanleySweet/blender_pyrogenesis_importer
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Compatible?
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The back tower has some weird geometry too You need to reset origin Then you can recenter the object (X,Y only) Then you can press CTRL + A to apply all transforms.
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Can you upload the new file ?
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Great! Keep in mind that it's Bison bonasus and not Bison Bison, due to the very European nature of this game Looking forward to what you can do
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Hey @MrLux Nice to see another contributor. Before we look for something you can do can you tell me a little bit more about your skills and interests? I fear changing elephants might be an issue because some of the files are only on @Alexandermb's computer and he has no internet currently
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For techs @wraitii might know
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Another error building the game for the first time
Stan` replied to Jake L's topic in Help & Feedback
You seem to have an issue with your sound driver and or your graphics driver. For the former you can disable sound either by running the game with the --nosound flag or by compiling without sound. See /build/premake/premake5.lua for some options. -
That's impressive. I wonder what proportion of the army wore such armors.
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I'm not sure what the goal of this thread is, but with regards to eyecandy stuff there is an entire subforum https://wildfiregames.com/forum/index.php?/forum/433-eyecandy-custom-projects-and-misc/ With regards to balancing, feel free to propose your ideas to @borg- @Nescio either here or even better directly by making a differential on Phabricator. For stuff like this, would be nice to have some sources
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We might also look into improving the current game faces using those
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You're welcome. Anything else I can help you with ?
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Try to remove the VS2015 folder and regenerate it again
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Hello and welcome! You should not have spaces in your path in order to be able to compile the game. I assume you put it into a folder called 0 A.D. hence why the path is truncated. As for SVN your clone url is incorrect it should end at trunk. Happy building
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Well if it fixes an art but I'll have them. I'd like to understand why we need relax back instead of ready though
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Nein es kann alles sein
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If you use the git repo run git diff -U5000 > file.diff and if you use the svn repo run svn diff -x -U5000 > file.diff Then upload the diff in the link @asterix gave above
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Thanks for the Pull Request, unfortunately that's not how we receive patches currently in the main game...