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Everything posted by Stan`
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Good Job! Now you can zip the folder and send it to us
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You need one xml file per dae file the name of the xml file is the one that will appear in atlas. Where did you put the mod ?
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In the entities list switch the list to actors(all)
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@Pablinski2 SVN is the game. If you go into binaries/system/ you will find a file called pyrogenesis.exe (that's the game) if you run it you'll get A24. If you put the mod in one of the places I mentioned above you will be able to select it in the mod selector,
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Will not work, you won't be able to build a wall off the new tower
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@FeXoR Ping. Also, how hard is it to allow tower upgrades for walls (as in multiple tower templates)
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Not a separate blend file but a separate DAE (Collada) file. For naming you can ignore it during the test phase I'm sure Nescio is gonna give you great names for the commit phase. Now the important phase is to see how they look in the game and more importantly to get you familiar with how to test that
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Ah just answered your message. Hope you'll enjoy the game.
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It changes units because I told it to import units when I wrote the python script Else the result might be different. it usually doesn't matter much anyway. So much actually I actually forgot about it XD Art isn't really held to programming standards. object could be also be named more nicely but at the end of the day it makes no difference also it's hard to run sed scripts on windows
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Did you try the curve modifier? Yeah don't the world mod fool you. There are only gonna be the palissades
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If you do that you will break the scaling of all the art files. Depending on how they were exported it might break the files luckily the engine does not support scaling so everything is ignored.
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@Pablinski2 Did you try with the curve modifier? Using a circle and the curve modifier one can do some pretty fancy things. Mods are actually a very convenient way for people to test things. Here is a mod template. You need to extract it either in binaries/data/mods or documents/my games/0ad/mods. it should look like this binaries/data/mods or documents/my games/0ad/mods/pablinksismod - mod.json - art - ... Try to get comfortable with how it works. experiment with the xml file (you can use notepad to open them) Ask any question you have. You need to enable it using the mod selection. Don't forget to click save. Then you can see the files in the scenario editor. pablinskis_mod.zip
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Yeah its good :). wanna try making a mod?
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If you have a laptop with a dedicated gpu, you can just tell it which card it should use.
- 455 replies
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- hotkeys
- autoassign civ
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@trompetin17 had some plans for Autosave at some point, I haven't seen him in a while...I guess fixing the crash would be nice ^^
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I assume wxwidgets, the library we use to display the game, uses GTK on Linux.
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I guess something calls the profiler while it shouldn't. Probably another good reason to transform atlas to use the gui instead of an external lib.
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What version of the game are you running?
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You can do so too, but you need to compile it.
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Nice work @Trinketos ! Gotta make a mod now
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Stats API/Listener questions
Stan` replied to badosu's topic in Game Development & Technical Discussion
@user1 I believe there might be some GDPR issues. -
As long as you learn and have fun it's okay with me I would vote for the one with the smaller door though. Advice, try to randomnize the uvmap of the beams, we can see a pattern
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Hi! I'm a junior 3D artist!
Stan` replied to Pablinski2's topic in Introductions & Off-Topic Discussion
I'm not sure who this message is targeted to? -
Depends on the patterns. Some were remade from scratch using vases some are just animals vectorized. Some come from the old shields.
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One would have to update the maps accordingly. But we could also phase out the straight palissade.