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Stan`

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

  1. 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.
  2. They nuke some safety checks
  3. For mods now I use plqceholders like those. But it'd be nice to have a special icon. Maybe a crown?
  4. 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
  5. That's pretty easy to do in 0 A.D.
  6. If you recently updated the game you need to clear the cache %localappdata%\0ad\cache.
  7. 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.
  8. Check that the vertex groups match the bone names. Avoid '.' in those and replace them by _
  9. 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
  10. Multiple causes. Mesh has an animation while only armature should have. Armature was not exported with the mesh Mesh has extra vertex groups
  11. Some of our users pay internet by MB. Or have very poor connections. So people do care If you want art you can look at https://trac.wildfiregames.com/browser/art_source
  12. @feneur @implodedok How much control do we have on these emoji?
  13. Yes. I think all the animals there are in the new list. We lost the the biome animals should be used on. But I'm sure @Nescio will be the first to tell us if we misplace animals
  14. It is I'm maintaining it now ( Edited November 11, 2019 by Stan` ). I added some animals to the list as well. The goal is to make it easier for external contributors, such as ActivDesign to find animals to do
  15. No typo in that page that I can see. Glad we figured it out. Hit me up if you have more questions
  16. You put the dae file in the input folder, you run the script, then you take the skeleton file in the output folder and put it in your mod
  17. Okay. So you need to create a skeleton file from the dae, and add it in the skeletons folder of the mod. You can look at other files, or use this script. https://github.com/StanleySweet/0AD-Skeleton-Generator
  18. @gameboy Can you try the latest SVN?
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