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Stan`

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Everything posted by Stan`

  1. One can also update the mods following the dev version, it's open source, so you can tag along
  2. What os are you on ? Usually that means you ar e using an outdated version
  3. Let's go for 5% then it looks brighter enough so that it stands out when in a battle The problem with dull colors is they make it hard to identify stuff on the screen.
  4. Yeah that's better. Can you take a screenshot from the distance ?
  5. I wouldn't put a sharp sword next to my feet If I was bare foot but other than that looks nice.
  6. Nope. I actually wonder why it was allowed to be built on such an uneven terrain
  7. There have been a lot of talk about that but nobody could reach a consensus because of potential abuse and extra network traffic. Mainly the former.
  8. Well if you can use the same idle stance for both it's nice. I want to add special garrisoning animations like for formation. The prefix would be specified in the template and replace all animations and variants or fallback to existing anims (needs c++ changes)
  9. Really sorry :/ Maybe it would have been easier had all the textures be rendered in one image :/
  10. If it's weird people will give feedback about it, so I'd say unless you find a solution, maybe asking on the blender forums, it shouldn't go him as long as it's "broken"
  11. I have the feeling the color should be lighter, maybe a bit shinier ?
  12. That's weird, maybe it's missing constraints bake ?
  13. Why not 01_01 ? I'm not sure. The goal in the end is to integrate checkrefs.pl to be integrated to the CI and fail the build if files are missing, this is why we can't let warnings go in This is why I'm always complaining about it. (Also because in some cases it breaks the game) Yeah but in case of the yellow shield, it's the whole shield ?
  14. @Alexandermb \art\actors\props\units\shields\scutum_rome_b.xml \art\actors\props\units\shields\scutum_rome_isp_a.xml \art\actors\props\units\shields\scutum_rome_isp_b.xml \art\actors\props\units\shields\scutum_rome_isp_c.xml \art\actors\props\units\shields\scutum_rome_isp_d.xml \art\actors\props\units\shields\scutum_rome_isp_e.xml \art\actors\props\units\shields\scutum_rome_isp_f.xml \art\actors\props\units\shields\scutum_rome_isp_g.xml \art\actors\props\units\shields\scutum_rome_isp_h.xml \art\actors\props\units\shields\scutum_rome_isp_i.xml \art\actors\props\units\shields\scutum_rome_isp_j.xml \art\actors\props\units\shields\scutum_rome_isp_k.xml \art\actors\props\units\shields\scutum_rome_isp_l.xml \art\actors\props\units\shields\scutum_rome_isp_m.xml \art\actors\props\units\shields\scutum_rome_isp_n.xml All those files have <prop actor="" attachpoint="root"/> Since it doesn't seem useful, I guess it should be removed. Furthermore all the files in props_units_shield have _letter prefix while it should be _01 _02 etc Same for the meshes, some have both. I'm not sure whether you need to keep isw and isp in the name, are they really specific to one or the other ? The variant name seems a bit weird, but why not. In some cases you used the same variant for med and death damage, dunno if that's normal. Some base variant have no frequency I'm not sure about destruction variant but maybe they should have their frequency to 0 ? Sometimes the formatting is off double spaces, I fixed it in the attach zip, (VSCODE plugin) Some have this <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <group> <variant name="Base"> <props> <prop actor="props/units/shields/props/scutum_rome_boss_02_iron.xml" attachpoint="boss"/> <prop actor="props/units/shields/props/scutum_rome_back_02.xml" attachpoint="root"/> </props> </variant> </group> <group> <variant frequency="1" file="shields/scutum_ital_02.xml" name="ital-Scutum-ISW-02"/> </group> <group> <variant frequency="1" name="alive"/> <variant file="shields/scutum_ital_02_light.xml" name="lightdamage"/> <variant file="shields/scutum_ital_02_med.xml" name="mediumdamage"/> <variant file="shields/scutum_ital_02_med.xml" name="death"/> </group> <material>player_trans_parallax_spec.xml</material> </actor> Maybe it could be <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <group> <variant file="shields/scutum_ital_02.xml" frequency="1" name="ital-Scutum-ISW-02"> <props> <prop actor="props/units/shields/props/scutum_rome_boss_02_iron.xml" attachpoint="boss"/> <prop actor="props/units/shields/props/scutum_rome_back_02.xml" attachpoint="root"/> </props> </variant> </group> <group> <variant frequency="1" name="alive"/> <variant file="shields/scutum_ital_02_light.xml" name="lightdamage"/> <variant file="shields/scutum_ital_02_med.xml" name="mediumdamage"/> <variant file="shields/scutum_ital_02_med.xml" name="death"/> </group> <material>player_trans_parallax_spec.xml</material> </actor> Some stuff I also noticed One can consider removing the materials before exporting but that's alright. Same with the object mesh name in the DAE/Blender (Usually I would go umbo_0x; and then umbo_0x_mesh for the sub-object instead of cubo) the game doesn't care. Most of the death variant show only the wooden side, so the damage is only visible when unit is alive Also the colors look dull on my screen is that intended ? Finally checkrefs.pl says Missing file 'art/textures/skins/props/shields/scutum_ital_06.png' referenced by: 'Rome_Scutum/art/variants/shields/scutum_ital_06.xml' Missing file 'art/textures/skins/props/shields/scutum_ital_06_dmg_light.png' referenced by: 'Rome_Scutum/art/variants/shields/scutum_ital_06_light.xml' Missing file 'art/textures/skins/props/shields/scutum_ital_06_dmg_med.png' referenced by: 'Rome_Scutum/art/variants/shields/scutum_ital_06_med.xml' Missing file 'art/textures/skins/props/shields/scutum_ital_07.png' referenced by: 'Rome_Scutum/art/variants/shields/scutum_ital_07.xml' Missing file 'art/textures/skins/props/shields/scutum_ital_07_dmg_light.png' referenced by: 'Rome_Scutum/art/variants/shields/scutum_ital_07_light.xml' Missing file 'art/textures/skins/props/shields/scutum_ital_07_dmg_med.png' referenced by: 'Rome_Scutum/art/variants/shields/scutum_ital_07_med.xml' Missing file 'art/textures/skins/props/shields/scutum_ital_08.png' referenced by: 'Rome_Scutum/art/variants/shields/scutum_ital_08.xml' Missing file 'art/textures/skins/props/shields/scutum_ital_08_dmg_light.png' referenced by: 'Rome_Scutum/art/variants/shields/scutum_ital_08_light.xml' Missing file 'art/textures/skins/props/shields/scutum_ital_08_dmg_med.png' referenced by: 'Rome_Scutum/art/variants/shields/scutum_ital_08_med.xml' Missing file 'art/textures/skins/props/shields/scutum_ital_09.png' referenced by: 'Rome_Scutum/art/variants/shields/scutum_ital_09.xml' Missing file 'art/textures/skins/props/shields/scutum_ital_09_dmg_light.png' referenced by: 'Rome_Scutum/art/variants/shields/scutum_ital_09_light.xml' Missing file 'art/textures/skins/props/shields/scutum_ital_09_dmg_med.png' referenced by: 'Rome_Scutum/art/variants/shields/scutum_ital_09_med.xml' Missing file 'art/textures/skins/props/shields/scutum_rome_wooden_dmg_light_norm.png' referenced by: 'Rome_Scutum/art/variants/shields/scutum_rome_wooden_dmg_light_base.xml' Missing file 'art/textures/skins/props/shields/scutum_rome_wooden_dmg_light_spec.png' referenced by: 'Rome_Scutum/art/variants/shields/scutum_rome_wooden_dmg_light_base.xml' Missing file 'art/textures/skins/props/shields/scutum_rome_wooden_dmg_med_norm.png' referenced by: 'Rome_Scutum/art/variants/shields/scutum_rome_wooden_dmg_med_base.xml' Missing file 'art/textures/skins/props/shields/scutum_rome_wooden_dmg_med_spec.png' referenced by: 'Rome_Scutum/art/variants/shields/scutum_rome_wooden_dmg_med_base.xml' Missing file 'art/variants/biped/base_spearman_shield_ready.xml' referenced by: 'Rome_Scutum/art/actors/units/romans/infantry_spearman_e.xml', 'Rome_Scutum/art/actors/units/romans/infantry_spearman_e.xml' Rome_Scutum.zip
  15. Well it could mean be able to rotate the camera which you can do, tilt it which you can do. Also could mean the user wants to span the game on three screens. So with no screenshots it' hard to tell
  16. Yes it is, however it's not properly supported yet, so it will only be a camera hack for now. @vladislavbelov was working on a "good" implementation.
  17. I don't think that's possible without extra code :/ Can you make the lateral mining anim ? I want to showcase both lordgood and big tiger's cliffs and Freagarach mining patch
  18. With turrets you'll soon be able to animate them
  19. As the title suggest it's not gonna be a poster but an A5 flyer We might decide to print A3 posters later on though.
  20. Might cause some nasty clipping though :/
  21. Keep in mind that there is a bone number limit and that generally hand should be enough better
  22. Nice thanks, the trajectory looks a bit weird
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