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Stan`

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

  1. 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.
  2. As discussed on Discord one needs to use the source blend files for animated meshes.
  3. It's referenced in source
  4. Currently its an outdated bundled version. After the next patch it will become an optional one.
  5. Try to build without --system-nvtt
  6. 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
  7. I don't think so. The undying nephalim used custom animations for everything
  8. If you are lucky you might get away with resizing and reexporting. @Alexandermb might know more. I will ask him
  9. 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
  10. 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.
  11. I guess it might be a bit light.
  12. 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
  13. Don't worry too much about it Just wanted to make sure everything was clear before going further
  14. Hello and welcome to the forums. Make sure you read this Also see Looking forward to working with you!
  15. You need to add their skeleton file (XML) in art/skeletons
  16. Notice the Z axis (height) So actually would be 0.853 x 0.46 x 2.13m
  17. @wik you can also try https://code.wildfiregames.com/D2476 Don't hesitate to drop by IRC #0ad-dev on quakenet.org if you have any questions.
  18. chrome.zip There is still this material that was made by @wraitii maybe we could make something out of it.
  19. For the atlas specific issue https://code.wildfiregames.com/D2019
  20. You might need to enable them in the main game then start atlas again.
  21. Usually yes, using a wide variety of methods. Can be 2D painting, or sometimes a bit of 3D and 2D, or more recently vector images using Inkscape.
  22. For the offcenter issue use the set origin feature of blender use bounds center. then move the object back to the origin of the scene and ctrl+a to apply location
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