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Posts
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Everything posted by Stan`
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Without the template, it's hard to help.
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Come on do not scare the new kid
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Hi, Can you upload your system_info.txt file see https://trac.wildfiregames.com/wiki/GameDataPaths
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We can have both but not at the same time So sure if you find a way to make a bird armature that works for both why not. We attempted the same for the partirdge but I do not have the files due to lack of internet.
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Yeah, He is from the south after all
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Looks better Maybe a little more tanned?
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Honestly all the previous portraits were great. Do not let a roadblock take away all you've done so far. You can bake geometry on top of another (selected to active)
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It seems to be missing spec and normal, and the player color on the crest is strange Also you didn't paint over it ^^ I agree that the face is bad too, but that was to be expected. I wonder, do you think you could look into baking the faces you made on textures ?
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Thanks, as long as it's not NC we should generally be fine, but we have to be careful anyway.
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It is very likely yes chameau_bactrianus-01.zip
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You know you can keep the old ones?
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Like this one? Yeah the question is about those two textures If it's derivative work the authors should be credited.
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Sure. Now it's better to have animals for biomes we actually have considering the big amount of work they represent.
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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 ?