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Everything posted by Stan`
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Allow restoring lost wall turrets!
Stan` replied to gameboy's topic in Game Development & Technical Discussion
@gameboy I fixed the first warning the other is not caused by that code. Keep in mind you need to recompile else the placement won't work. -
I fixed the last warning, you need to also fix the sitting animation :/ The death anim is also broken.
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@Alexandermb can you try lowering the spec a bit ? It feels like the shield is wet
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I'm on windows, so given the number of leaks elexis is uncovering all over the game, it is quick for my game to go over 3.9GB of RAM and crash. That being said, could you provide a replay that crashes on your machine with my old patch so we could test that theory ? The code is for hardware detection, worst case it should detect badly your hardware, and lower the graphics options. If it crashes later, that should be unrelated. Now assuming we are bit paranoid (or thorough) and we assume that code is for assumptions further down the road (that would eventually crash) I guess the replay could help Thanks for keeping up with this @OptimusShepard !
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Allow restoring lost wall turrets!
Stan` replied to gameboy's topic in Game Development & Technical Discussion
Thanks will fix it later -
It's hard to do, that's why I made a mod :/ But I guess @nani's solution is nice
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Allow restoring lost wall turrets!
Stan` replied to gameboy's topic in Game Development & Technical Discussion
@gameboy The patch has been updated. -
So yeah it's definitely the blood that's killing performance :/ Would you say blood is nice to have ?
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Can you try the no blood mod ? To see if it's really the corpses or just the blood ?
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Blender AddOns, Materials & Tutorials.
Stan` replied to Alexandermb's topic in Tutorials, references and art help
@Alexandermb -
Does that improve battle perfs ?
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Yeah even text and images is good. Plus videos are really hard to get right Also threads can be edited and improved
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Yeah we need more contrast to make them pop out more. Spina could even be dark wood I guess. That's weird, I guess it gets reset in CcmpVisual Actor. Maybe @wraitii knows why. Yeah I really liked that in M2TW (also the units would get sandy as well as bloody in the desert)
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I guess the boss can be metal. Otherwise pretty sweet work.
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Blender AddOns, Materials & Tutorials.
Stan` replied to Alexandermb's topic in Tutorials, references and art help
Using this https://www.creativebloq.com/control-how-objects-shatter-blender-26-8134076 We might be able to create chunks of the model. So process to generate destruction variant would be as follow. Import the mesh using my importer Duplicate the main mesh On the first duplicate do the boolean thing . then add a solidify modifier and an edge split. you might want to control what vertex are gonna be solidified as to not induce too many polygons On the second mesh do the converse. Create another object a cube for instance and substract the boolean then use the new object to only keep the parts of the mesh that were removed by the boolean on the first model. Then apply solidify Now using the cell breaking stuff split the second models into pieces. You can then place them randomly over the place. I guess you could also split every single piece and let them fall using gravity. -
I've wanted to do that for a long time, so here is my take at a Skyship. I called it The Argestesion (using one of the names of the minor wind deities). Maybe with @Freagarach D1958, the side turrets will take life For those who are wondering where they saw this ship, it's in the game and was made by @Shield Bearer and was first posted in this thread
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Should'nt thr spina be grey instead of player color ?
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Blender AddOns, Materials & Tutorials.
Stan` replied to Alexandermb's topic in Tutorials, references and art help
Yeah probably -
@Alexandermb Can you fix the last two errors ?
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Blender AddOns, Materials & Tutorials.
Stan` replied to Alexandermb's topic in Tutorials, references and art help
Not if it's blunt or bends easily ^^ I don't know about roman swords, but I believe not all the celtic swords were of the best quality. @Genava55 Alright ^^ If you managed to add an alpha channel you might be able to make it less transparent ? -
Blender AddOns, Materials & Tutorials.
Stan` replied to Alexandermb's topic in Tutorials, references and art help
Not a cube (I just followed the tut) You can just replace objects by other stuff to make the scene faster and to see what you are doing I don't think the metal at that time was such of that quality What I meant is 1) cuts are really thick and 2) the wood is undamaged below Aren't those the same shields ? -
Blender AddOns, Materials & Tutorials.
Stan` replied to Alexandermb's topic in Tutorials, references and art help
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Blender AddOns, Materials & Tutorials.
Stan` replied to Alexandermb's topic in Tutorials, references and art help
I have an issue with those scratches though, it is unlikely a sword would make such mark, let alone a spear or an axe. I guess what would usually happen is the leather would be in the wood but not likely torn that way, especially since the leather should be quite thick. The leather looks very good now though. -
Blender AddOns, Materials & Tutorials.
Stan` replied to Alexandermb's topic in Tutorials, references and art help
Worth a try -
Blender AddOns, Materials & Tutorials.
Stan` replied to Alexandermb's topic in Tutorials, references and art help
I'm not sure one would have to try But it sounds promissing. We need matching rubble though. Maybe a destroyed building with the standard rubble would work though. I guess the issue is that unlike his building ours don't have inner geometry...