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Stan`

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

  1. If you are talking about obstructions and blender size are in meters then yes
  2. If I finish the patch they will be a special kind of waypoints technically you shift click rally points making them actually way points (Notice it use the incorrect texture)
  3. Each game tile is divided in 16 smaller tiles see the test-foundation map so 18x18 blender 9x9 game 36*36 obstruction
  4. Banners are used for rally points, and if I ever finish that waypoints (D557) garrison flags are put on top of building if they are garrisoned.
  5. It's written? Assuming unit is meter a 16x16 plane in blender is a 8x8 in game tiles. Units are about 4,2m (2.10)
  6. The recommended scale part is outdated
  7. Do you know how to install blender addons?
  8. Follow Don't hesitate to ask questions if you are stuck
  9. Download tortoise svn, you will see it's easy
  10. And it's totally okay, It's my job to make sure things work You'll have to fiddle a bit with things, but you'll be fine, and you can ask me any questions See https://trac.wildfiregames.com/wiki/ArtScaleAndProportions I can guide you as much as you need, and teach you so don't need me so much. It will always seem overwhelming at first, but you are here to learn, aren't you? What OS are you on?
  11. @Pablinski2 if you only want to contribute art, you can be mostly fine with the release version of the game. If you want to see the latest things though you need to clone on of three repositories. The easiest one is the SVN one. (It provides automated builds for Windows) If you are on Linux or Mac though you will need to compile the game yourself. You need to install TortoiseSVN. After installing it you will need to clone the public repository. See Getting the Code. After that you might want to use the Blender extension I wrote you can download the latest version here. This will allow you to import actors which are XML files that tells the game how to texture and equip a model. Those files will be in binaries/data/mods/public/art/actors You might also want to create mods. In the example above public is a mod. It's the main mod of the Pyrogenesis engine. To create a mod, you can either put it into binaries/data/mods/ Or in your documents folder. See Game Data Paths All mods are defined using a mod.json file such as this one { "name": "technical name, usually the folder name, avoid caps and spaces. my_mod", "version": "Mod Version usually (Major.Minor.Patch) e.g. (1.0.0)", "label": "Pretty name for the mod ", "url": "Mod url", "description": "Mod Description", "dependencies": [] } It's a lot to process at the beginning so don't hesitate to ask questions
  12. Speaking of which, maybe we could clean the current's game map and put them in @coworotel's mod
  13. @Nescio Sure. Here the question was whether the banner was incorrect. While at it I can fix the garrison flag
  14. Currently the rally point and the some new shields by @Alexandermb use the trinacria But it seems that's just the name greek gave to sicilly so maybe it should be replaced by owls ?
  15. I meant for the SDL2 But I guess updating libs do not hurt if there are no breaking changes
  16. I'm not sure what you imply by that. I guess you need a more recent version to support the Dark mode theme. I believe there is already a patch by @Krinkle for gnutls mifht be nice to update gmp and nettle libs if we can guarantee it doesnt break the game Well it happens.
  17. Hey can you tell us more about when this error occured ? If it's when the bar reaches 100% try disabling glsl and postprocessing
  18. Do you want to try to put them in the game ?
  19. Yep Don't worry, we have funnier tasks
  20. There you go palisades1.blend
  21. Give me a sec I will make you a blend file
  22. Stan`

    Log error

    Hey @Filippo Welcome to the forums. Can you tell us more about when this error occurs? If it occurs when reaching 100% try disabling GLSL and postprocessing in the game options
  23. They communicate through a system of interfaces. 0 A.D. uses an entity component system (ECS) each components defines an interface. We use firefox's JavaScript engine to run Javascript. It was chosen a long time ago. With some digging you will find some relevant threads
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