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Stan`

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Everything posted by Stan`

  1. 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)
  2. Really sorry :/ Maybe it would have been easier had all the textures be rendered in one image :/
  3. 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"
  4. I have the feeling the color should be lighter, maybe a bit shinier ?
  5. That's weird, maybe it's missing constraints bake ?
  6. 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 ?
  7. @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
  8. 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
  9. 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.
  10. 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
  11. With turrets you'll soon be able to animate them
  12. 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.
  13. Might cause some nasty clipping though :/
  14. Keep in mind that there is a bone number limit and that generally hand should be enough better
  15. Nice thanks, the trajectory looks a bit weird
  16. I don't think that one is better than the other. So I guess it's up to you. The problem you mentioned seems a bit troublesome. What are the iron casting reference for ? Could you make the building animation variant (standing) and the side pickaxe gathering animation ?
  17. @wowgetoffyourcellphone sorry for the delayed answer. Given that @elexis is not done with the GUI rewrite I'd suggest you remove the gui/session/ folder until everything has settled down. From : http://irclogs.wildfiregames.com/2019-10/2019-10-21-QuakeNet-%230ad-dev.log 17:18 < Stan`3> Also I believe one of your commits broke delenda est 17:18 < Stan`3> https://wildfiregames.com/forum/index.php?/topic/21573-ugh-okay-help/page/5/#comments 17:18 < elexis> "one" 17:18 < elexis> he copied the files 17:18 < elexis> so each time I modify a file that he copies it "breaks" it 17:20 < Stan`3> Sure. 17:22 < elexis> I looked into making this civ thing more compatible, but that also requires rewriting everything again Sorry for the inconvenience. Also for future reference, *.diff files are not used by the game so you do not need them
  18. Sure no problem, don't forget the youtube link I can't wait to see it finished : D
  19. Right, Pureon's and Lordgood screenshots
  20. @Lion.Kanzen Are you gonna include the twitter as well ?
  21. Is that the new fb logo ? I thought it was square. One still has to figure a way to make the play0ad.Com/download more important Keep up the good work.
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