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Everything posted by Stan`
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I guess that could be done. Why? I think they look fine
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Yep. The purple colors are too match the hero scheme we took from Delenda Est, so I was trying to have the lesser evil. Sure I just took the concept art as is. Funny story though it was actually reported by Just after it was sketched by @Mythos_Ruler and painted by @Hyborian
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The one in the game is currently a bit blurry so I made another one using the concept art. athen_themistocles.xcf
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Bulding Snapping Feature
Stan` replied to vladislavbelov's topic in Game Development & Technical Discussion
@vladislavbelov -
That's an agema helmet. It's currently used by the Seleucid IIRC.
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See https://trac.wildfiregames.com/wiki/GameDataPaths
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elexis is working on making the GUI more moddable, so we'll see. However the game can bundled without modio, so it will likely still be in the same window. I think images were not displayed for security reasons, can be wrong.
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New Animation Tool for creating animations for custom models.
Stan` replied to Ceniros's topic in Help & Feedback
See this blend file https://trac.wildfiregames.com/browser/art_source/trunk/art/meshes and animations/skeletal/biped_meshes_and_animations.zip -
New Animation Tool for creating animations for custom models.
Stan` replied to Ceniros's topic in Help & Feedback
Hey @Ceniros This error means you have an issue in your template file in binaries/data/mods/yourmod/simulation/templates/units Can you show us the file? -
Yes it it is on purpose. The feature to change between 'variants' is currently missing. Skirmish entities are special entities that get replaced at the map load by those of the player civilizations. If the civ is not the iberians, the walls are removed. Because @LordGood never made a gate for them. The reason doors are missing on wall towers is that there is no way to align them with wall pieces. The reason you were not able to garrison units in them is that only specific (mostly infantry ranged) units can get in.
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They nuke some safety checks
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For mods now I use plqceholders like those. But it'd be nice to have a special icon. Maybe a crown?
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Thanks for the report I'll see what can be done. For Ptolemy 4 I wonder if he should have an egyptian coif. http://www.touregypt.net/featurestories/ptolemy4.htm
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That's pretty easy to do in 0 A.D.
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If you recently updated the game you need to clear the cache %localappdata%\0ad\cache.
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What do you need exactly?
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New Animation Tool for creating animations for custom models.
Stan` replied to Ceniros's topic in Help & Feedback
By doing this ^ -
New Animation Tool for creating animations for custom models.
Stan` replied to Ceniros's topic in Help & Feedback
I'm sorry, prevent what from happening? -
New Animation Tool for creating animations for custom models.
Stan` replied to Ceniros's topic in Help & Feedback
Yeah somewhat. Usually it's nice to prefix them with the armature name ex for bear_armature, prefix all bones with bear_ to avoid skeleton mismatch @Alexandermb likely has more tips. -
New Animation Tool for creating animations for custom models.
Stan` replied to Ceniros's topic in Help & Feedback
Check that the vertex groups match the bone names. Avoid '.' in those and replace them by _ -
New Animation Tool for creating animations for custom models.
Stan` replied to Ceniros's topic in Help & Feedback
GJ! Did you figure out what was wrong? -
New Animation Tool for creating animations for custom models.
Stan` replied to Ceniros's topic in Help & Feedback
I'm in a bus for the next seven hours so no need to hurry (answering on my phone too) if you send me the files though I'll be able to download and try it on my laptop -
New Animation Tool for creating animations for custom models.
Stan` replied to Ceniros's topic in Help & Feedback
Can you send me the files? Blend + exported files. -
New Animation Tool for creating animations for custom models.
Stan` replied to Ceniros's topic in Help & Feedback
Multiple causes. Mesh has an animation while only armature should have. Armature was not exported with the mesh Mesh has extra vertex groups