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Stan`

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

  1. 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
  2. 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.
  3. Btw all the texture above are not in the game You overestimate the pathfinder
  4. I wish we had functional bridges...
  5. Because if there is no keyframe setting the origin of the armature then it will ignore it
  6. As I said on discord best way there would be to edit the main mesh directly.
  7. Sorry my bad, I didn't mean with the flag without-system-nvtt I meant without --with-system-nvtt
  8. Hey welcome to the forums! For programming you can start right away and come to talk to us on IRC #0ad-dev on Quakenet. Sounds a bit weird considering your application title
  9. 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.
  10. As discussed on Discord one needs to use the source blend files for animated meshes.
  11. It's referenced in source
  12. Currently its an outdated bundled version. After the next patch it will become an optional one.
  13. Try to build without --system-nvtt
  14. Stan`

    USA Arsenal

    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
  15. I don't think so. The undying nephalim used custom animations for everything
  16. If you are lucky you might get away with resizing and reexporting. @Alexandermb might know more. I will ask him
  17. 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
  18. 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.
  19. I guess it might be a bit light.
  20. 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
  21. Don't worry too much about it Just wanted to make sure everything was clear before going further
  22. Hello and welcome to the forums. Make sure you read this Also see Looking forward to working with you!
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