Jump to content

Stan`

0 A.D. Project Leader
  • Posts

    17.983
  • Joined

  • Last visited

  • Days Won

    579

Everything posted by Stan`

  1. Some players have been giving negative feedback about it, maybe we should remove this. @wowgetoffyourcellphone opinions on this ?
  2. Well it doesn't hurt to clean them in case they would be full
  3. Just realised I made a hellishly complex thing just to get player color to show properly, now need to script that in python
  4. @Alexandermb https://www.blendernation.com/2015/11/03/development-cleaning-up-node-trees/ Might help you clean up nodes position
  5. Currently, it can be a little annoying to get a mesh from the game in Blender, especially when it has a lot of props. So I created this little blender addon for blender 2.8 What it does is it loads all the files used by the actor recursively (it picks random variants like the game does) and place all objects on their respective prop points using constraints. (Do not forget to disable constraints before exporting, else you might get into trouble) It also assign a diffuse, norm and spec material to the object @Syn I believe this will be way better than the explanation I gave you by e-mail, as it's a one click business @Alexandermb @LordGood @Enrique @Trinketos @The Undying Nephalim I believe you only use blender as a proxy, but it might be helpful for you as well. Here is an example with a model with a lot of props You can test it here https://github.com/StanleySweet/blender_pyrogenesis_importer/releases/download/1.3.6/io_scene_pyrogenesis.zip EDIT: Textures are assigned in the link above. EDIT2: The importer may edit files, to remove materials, effects or images that might have broken the import otherwise EDIT3: Update version.
  6. @Alexandermb do you have a lower poly version with bayonet ? @LordGood can you zip the buildings please ?
  7. Can you try to add dirt to the creases ? I think the ridge does not help
  8. Still look like wood because of the stripes :/
  9. Clean doesn't apparently have all the needed commands. You need to run make clean
  10. Can you reduce the bump size and make it less linearly stretched ?
  11. Oh sorry it's late ^^ @Imarok that should do the trick file.diff
  12. @Alexandermb Might also want to have a look a the maur champion elephant, I think it's using the wrong model .
  13. Well for now they can keep what they used to do previously Units seeding would be a nice addition. Maybe @Alexandermb wants to animate elephant seeding, but I guess he deserves a break after the reexport
  14. I guess you need to add some dropshadow so we can see the leather thickness, maybe a little more bumps for rough leather. Keep it up !
  15. Stan`

    Step Lag

    Hello, Unfortunately this is a known bug and we're working on it. In the meantime you can try lowering the pop cap, and playing on smaller maps.
  16. @Alexandermb Congrats you did it, no more crash in debug mode, loading units_demo. Thanks a lot for keeping it up. Missing file 'art/animation/biped/rider/camelry/gather_meat.dae' referenced by: 'public/art/variants/biped/rider/camelry/gather_meat.xml' Missing file 'art/animation/biped/rider/cavalry/spearman/gallop_shield.dae' referenced by: 'public/art/variants/biped/rider/cavalry/base_spearman_shield_reverse_attack.xml' @fatherbushido I guess once you merge all the art changes you'll be able to use yours as well
  17. Getting closer, however : ERROR: art/meshes/skeletal/elephant_asian_armored_03.dae: Didn't find any objects in the scene Exception thrown at 0x76143562 in pyrogenesis_dbg.exe: Microsoft C++ exception: ColladaException at memory location 0x05B3A744. ERROR: art/meshes/skeletal/elephant_asian_armored_03.dae: Couldn't find object to convert ERROR: Could not load mesh 'art/meshes/skeletal/elephant_asian_armored_03.dae' ERROR: CObjectEntry::BuildVariation(): Model art/meshes/skeletal/elephant_asian_armored_03.dae failed to load
  18. Up to you I guess, as long as its not duplicated...
  19. @Alexandermb Thanks for fixing them, while at it can you look at those unused files ? I can't figure whether they should be used or deleted Unused file 'public/art/animation/other/hele_trireme_fore_sail_idle.dae' Unused file 'public/art/animation/other/hele_trireme_fore_sail_move.dae' Unused file 'public/art/meshes/props/hele_trireme_front_sail.dae' Unused file 'public/art/meshes/props/iber_boat_trisail.dae' Unused file 'public/art/meshes/structural/celt_fishing_boat_sail.dae' Unused file 'public/art/textures/skins/props/iber_fishing_sail.png' Unused file 'public/art/textures/skins/props/iber_sail_b.png' Unused file 'public/art/textures/skins/props/kart_merchant_sail_blank.png' Unused file 'public/art/textures/skins/props/pers_trireme_sail_d.dds' Unused file 'public/art/textures/skins/props/rome_qui_sail.dds' Unused file 'public/art/textures/skins/props/sail_blank.png' EDIT: Sorry too slow.
  20. @Alexandermb you will also want to fix the uv map
  21. Usually I don't put them in vertex groups as they shouldn't affect the mesh (neither should IK and other stuff (notice they are not in the skeleton files) Duplicate groups Elephantidae_Elbow_Target_L Elephantidae_Elbow_Target_L Elephantidae_Elbow_Target_R Elephantidae_Elbow_Target_R
×
×
  • Create New...