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Everything posted by Stan`
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That's because of that then that's the whole Zen 2 series that is unsafe . Which patch did you install?
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There https://www.artstation.com/artwork/8lqX2G
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Do you have a Ryzen CPU?
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It tries to guess which skeletons matches the one in the mesh. If it cannot find one the animation won't load.
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The animation format changed between the two slightly so they might just be incompatible with each other.
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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
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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.
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Btw all the texture above are not in the game You overestimate the pathfinder
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Because if there is no keyframe setting the origin of the armature then it will ignore it
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As I said on discord best way there would be to edit the main mesh directly.
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Sorry my bad, I didn't mean with the flag without-system-nvtt I meant without --with-system-nvtt
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Why?
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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.
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As discussed on Discord one needs to use the source blend files for animated meshes.
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It's referenced in source
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Yeah probably leftovers
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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Currently its an outdated bundled version.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
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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
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I don't think so. The undying nephalim used custom animations for everything
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If you are lucky you might get away with resizing and reexporting. @Alexandermb might know more. I will ask him
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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
