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Stan`

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Everything posted by Stan`

  1. @Alexandermb You broke the elephant :/ It has twice some vertex groups, also it has props as vertex groups, so you'll need to reexport them...
  2. Getting close Need to check unit_test demo in debug mode. 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'
  3. Slightly improved the model while at it.
  4. @faction02 No it does not, Thanks for the report, I'll fix it EDIT fixed in https://trac.wildfiregames.com/changeset/23055
  5. @Alexandermb You forgot to add weight to all the masts :/ When enabling GPU skinning this happens... See the T in the sky ? That's the mast :/ Can you reexport them ? To test open %appdata%\0ad\config and in user.cfg add gpuskinning = "true"
  6. Hello woodpecker, What are you interested in doing ? There are plenty of things that can be done art wise, so it's up to you
  7. @Alexandermb Checkrefs.pl errors Re: SVN error: It happens sometimes, I guess you didn't pull or something else went wrong. But the files went through. Sure. What can I do to help you ? Still waiting for re-export 2% (8/398) Here is a list of unused animations (Notice that some are in both lists)
  8. I'm not happy with how that looks, but here is some progress.
  9. Thanks for fixing it last one Missing file 'art/variants/quadraped/base_elephant_asian_armor.xml' referenced by: 'public/art/actors/units/kushites/hero_elephantry_arakamani_m.xml', 'public/art/actors/units/seleucids/hero_elephantry_seleucus_victor_m.xml'
  10. @Alexandermb Thanks for the commit, can you fix those ? Missing file 'art/animation/quadraped/elephant_african_attack.dae' referenced by: 'public/art/variants/quadraped/base_elephant_african.xml' Missing file 'art/animation/quadraped/elephant_african_death.dae' referenced by: 'public/art/variants/quadraped/base_elephant_african.xml', 'public/art/variants/quadraped/base_elephant_african.xml' Missing file 'art/animation/quadraped/elephant_african_idle_01.dae' referenced by: 'public/art/variants/quadraped/base_elephant_african.xml', 'public/art/variants/quadraped/base_elephant_african.xml', 'public/art/variants/quadraped/base_elephant_african.xml' Missing file 'art/animation/quadraped/elephant_african_idle_02.dae' referenced by: 'public/art/variants/quadraped/base_elephant_african.xml' Missing file 'art/animation/quadraped/elephant_african_idle_03.dae' referenced by: 'public/art/variants/quadraped/base_elephant_african.xml', 'public/art/variants/quadraped/base_elephant_african.xml' Missing file 'art/animation/quadraped/elephant_african_walk.dae' referenced by: 'public/art/variants/quadraped/base_elephant_african.xml', 'public/art/variants/quadraped/base_elephant_african.xml' Missing file 'art/animation/quadraped/elephant_asian_armor_attack.dae' referenced by: 'public/art/variants/quadraped/base_elephant_asian_armor.xml' Missing file 'art/animation/quadraped/elephant_asian_armor_death.dae' referenced by: 'public/art/variants/quadraped/base_elephant_asian_armor.xml', 'public/art/variants/quadraped/base_elephant_asian_armor.xml' Missing file 'art/animation/quadraped/elephant_asian_armor_idle_01.dae' referenced by: 'public/art/variants/quadraped/base_elephant_asian_armor.xml', 'public/art/variants/quadraped/base_elephant_asian_armor.xml', 'public/art/variants/quadraped/base_elephant_asian_armor.xml' Missing file 'art/animation/quadraped/elephant_asian_armor_idle_02.dae' referenced by: 'public/art/variants/quadraped/base_elephant_asian_armor.xml' Missing file 'art/animation/quadraped/elephant_asian_armor_idle_03.dae' referenced by: 'public/art/variants/quadraped/base_elephant_asian_armor.xml', 'public/art/variants/quadraped/base_elephant_asian_armor.xml' Missing file 'art/animation/quadraped/elephant_asian_armor_walk.dae' referenced by: 'public/art/variants/quadraped/base_elephant_asian_armor.xml', 'public/art/variants/quadraped/base_elephant_asian_armor.xml'
  11. First version of the blender importer plugin for actor files https://github.com/StanleySweet/blender_pyrogenesis_importer/tree/1.0.0
  12. Sure about the mesh, but having them around wouldn't hurt would it ? I know this should be a general direction for lods, but it seems to me that this one would be an easy one, so if you had some time it could have been done If you don't want to that's okay, I'd rather we finish the re-export, Btw I didn't check but I hope those new idles have the correct number of vertex groups... On a side note, I'm working on a blender importer for the game files (currently just needs random pick for variants, and material support) It will load the file all of it's props, and the associated textures Loading the briton blacksmith takes a fraction of what it would take me normally ^^
  13. I'm wondering if we could not rerig the old mesh with the new armature for low end pcs. It could be provided as a side mod keeping the new head will keep the helmets compatible. However greaves will not work :/
  14. Maybe related to this ? https://bugs.launchpad.net/ubuntu/+source/xterm/+bug/67435
  15. You might also be interested in this https://code.wildfiregames.com/source/design/browse/master/book/gameplay/civs/kushites.md
  16. It's strange that it required this package. What exatly required it ?
  17. @Alexandermb https://trac.wildfiregames.com/ticket/5616 As for the new idle anims they are really nice. We might want to tweak frequency so special ones play less often. Also I think hoplite should plant their spear into the ground cause right now it looks a bit weird that it stand stills while the unit does stuff...
  18. Well the humans will be space marines. Man and women. I need to sketch their buildings but for the rest I don't care
  19. @Alexandermb well I need two alien species for my stella artis mod I was thinking I could use @trompetin17's egg lizard as one of the two races
  20. @Nescio @wowgetoffyourcellphone @borg- Ping
  21. @Tuxem Can you comment the for loop in cache.cpp at that line (just add // for all the lines) just below the sanity check comment then rebuild ?
  22. I provided a workaround which apparently lead s to an OOM for you here: https://trac.wildfiregames.com/ticket/4360#comment:20 Would you be interested in debugging it further @OptimusShepard ?
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