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Stan`

0 A.D. Project Leader
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Everything posted by Stan`

  1. 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.
  2. 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...
  3. Well if the rest of the civ is square it might look weird...
  4. Okay then if it fits it's okay
  5. Pyrogenesis 1866 so the time frame won't match I guess...
  6. Found the following tuts this morning might be interesting https://mobile.twitter.com/JanvandenHemel https://mobile.twitter.com/janvandenhemel/status/1082610435071700992 https://gumroad.com/mandalamotion
  7. @Alexandermb Maybe you could try to use the same technique than for buildings by damaging the shield depending on health ? Wouldn't that make more sense ?
  8. Dunno does it fit the timeframe ?
  9. I want a lot of things Nah its fine. We need the buildings more than the gun Also all the units need to be reexported :/ I also want to bake the pyrogenesis 1944 unit texture on ours so I can use your anims
  10. I guess they should transform at the civ center, like a localized upgrade feature... Me too
  11. Well the engine supports visual damage ^^ It's just not done art wise As for windmills I guess historical accuracy is the issue
  12. You mean like people doing stuff in them ? The issue was when the building was under attack, the units would just be there doing nothing...
  13. Better version https://github.com/StanleySweet/blender_pyrogenesis_importer/releases/download/1.3.0/io_scene_pyrogenesis.zip Now with proper player color and transparency support.
  14. Some players have been giving negative feedback about it, maybe we should remove this. @wowgetoffyourcellphone opinions on this ?
  15. Well it doesn't hurt to clean them in case they would be full
  16. Just realised I made a hellishly complex thing just to get player color to show properly, now need to script that in python
  17. @Alexandermb https://www.blendernation.com/2015/11/03/development-cleaning-up-node-trees/ Might help you clean up nodes position
  18. 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.
  19. @Alexandermb do you have a lower poly version with bayonet ? @LordGood can you zip the buildings please ?
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