-
Posts
17.616 -
Joined
-
Last visited
-
Days Won
560
Everything posted by Stan`
-
In this case it's the pathfinding grid, which has been adapted with no terrain change. I can only guess as I haven't seen their code
-
I wanted something similar to this (the settlers 5) Basically the building changes the heightmap so that unit may pass. In a more complex version, it would allow artists to set the angle. But this is just a wish o mine.
-
Btw all the texture above are not in the game You overestimate the pathfinder
-
-
Because if there is no keyframe setting the origin of the armature then it will ignore it
-
As I said on discord best way there would be to edit the main mesh directly.
-
Sorry my bad, I didn't mean with the flag without-system-nvtt I meant without --with-system-nvtt
-
Why?
-
If you do that you need to reexport all the animations that comes with it. In those cases it's better to use the original blend file if you have it.
-
As discussed on Discord one needs to use the source blend files for animated meshes.
-
It's referenced in source
-
Yeah probably leftovers
-
binaries/system/test fmt::sprintf ("%f",...) with ',' separator
Stan` replied to artlog's topic in Bug reports
Currently its an outdated bundled version. After the next patch it will become an optional one. -
Try to build without --system-nvtt
-
Made some edits to fix some things and a better ao. It's now committed to https://github.com/0ADMods/pyrogenesis-1861 usa_arsenal.blend
-
I don't think so. The undying nephalim used custom animations for everything
-
If you are lucky you might get away with resizing and reexporting. @Alexandermb might know more. I will ask him
-
Hello @Timnaka And welcome to modding family I have been working (very slowly, I must admit) on a mod bringing a fantasy setting to 0 A.D. You can find some progress on the dwarves here: https://www.moddb.com/mods/dwarfs And the mods are here: https://github.com/0ADMods But enough about me. For every size of units you need special animations and depending on the unit you might need a custom skeleton (a blender armature or the equivalent in the software you are using) There are some things to know about this but I'd be happy to help you make your mod work
-
I haven't heard of @Bigtiger in a while. I hope he is doing fine. I'd say the mod is stalled until further notice. Also since there was no test mod provided it cannot unfortunately be continued by other artists.
-
I guess it might be a bit light.
- 1 reply
-
- 1
-
[3D Environment & Props Artist] Application [Jalalzai]
Stan` replied to Jalalzai's topic in Applications and Contributions
Nice, if you confortable with that you can join us on IRC quakenet.org channel 0ad-dev and we can discuss it further, or you can tell me what you'd like to do or improve in the game, or whether you'd like to work on mods https://webchat.quakenet.org/?channel=0ad-dev -
[3D Environment & Props Artist] Application [Jalalzai]
Stan` replied to Jalalzai's topic in Applications and Contributions
Don't worry too much about it Just wanted to make sure everything was clear before going further -
[3D Environment & Props Artist] Application [Jalalzai]
Stan` replied to Jalalzai's topic in Applications and Contributions
Hello and welcome to the forums. Make sure you read this Also see Looking forward to working with you!