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Stan`

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

  1. The m suffix is for mount, to make it clear that it's not a unit. Once turrets are in, they might be able to go as the turret unit will be defined in the template. What about infantry ?
  2. You can put them in a mod and share that with your friend. Sharing the 0 A.D. folder where those files are should be enough though.
  3. I guess it's texture filtering not antialiasing but apparently so. That changeset didn't work :/
  4. On windows dir "* *" /s 36 files 3 Directories in Art that should be fixed. binaries\data\mods\public\art\actors\props\structures\seleucids\temple pediment.xml binaries\data\mods\public\art\terrains\cliff\cliff volcanic coarse.xml binaries\data\mods\public\art\terrains\cliff\cliff volcanic ground.xml binaries\data\mods\public\art\terrains\cliff\cliff volcanic light.xml binaries\data\mods\public\art\terrains\grass\grass b soft dirt 50.xml binaries\data\mods\public\art\terrains\snow\path a.xml binaries\data\mods\public\art\terrains\snow\snow 50.xml binaries\data\mods\public\art\terrains\snow\snow forest.xml binaries\data\mods\public\art\terrains\snow\snow grass 100.xml binaries\data\mods\public\art\terrains\snow\snow grass 2.xml binaries\data\mods\public\art\terrains\snow\snow grass 75.xml binaries\data\mods\public\art\terrains\snow\snow rocks.xml binaries\data\mods\public\art\terrains\snow\snow rough.xml binaries\data\mods\public\art\terrains\special\light blue.xml binaries\data\mods\public\art\terrains\special\neon green.xml binaries\data\mods\public\art\textures\terrain\types\cliff volcanic coarse.dds binaries\data\mods\public\art\textures\terrain\types\cliff volcanic ground.dds binaries\data\mods\public\art\textures\terrain\types\cliff volcanic light.dds binaries\data\mods\public\art\textures\terrain\types\grass b soft dirt 50.dds binaries\data\mods\public\art\textures\terrain\types\light blue.png binaries\data\mods\public\art\textures\terrain\types\neon green.png binaries\data\mods\public\art\textures\terrain\types\path a.dds binaries\data\mods\public\art\textures\terrain\types\snow 50.dds binaries\data\mods\public\art\textures\terrain\types\snow forest.dds binaries\data\mods\public\art\textures\terrain\types\snow grass 100.dds binaries\data\mods\public\art\textures\terrain\types\snow grass 2.dds binaries\data\mods\public\art\textures\terrain\types\snow grass 2_norm.png binaries\data\mods\public\art\textures\terrain\types\snow grass 2_spec.png binaries\data\mods\public\art\textures\terrain\types\snow grass 75.dds binaries\data\mods\public\art\textures\terrain\types\snow rocks.dds binaries\data\mods\public\art\textures\terrain\types\snow rough.dds binaries\data\mods\public\art\textures\ui\session\icons\mappreview\Barcania (3).png binaries\data\mods\public\art\textures\ui\session\icons\mappreview\Sandbox - Carthaginians.png binaries\data\mods\public\art\textures\ui\session\icons\mappreview\Sandbox - Iberians.png binaries\data\mods\public\art\textures\ui\session\icons\mappreview\The Persian Gates.png binaries\data\mods\public\art\textures\ui\session\icons\mappreview\Tropical Island.png binaries\data\mods\public\art\textures\skies\sunny 1\ binaries\data\mods\public\art\textures\skies\sunset 1\ binaries\data\mods\public\art\textures\skies\sunset 2\
  5. @Alexandermb can you upload aspis_spart_lambda_07.png here ? It's the last file missing.
  6. @Nescio @wowgetoffyourcellphone The https://trac.wildfiregames.com/wiki/ArtFileNamingConventions page should be updated would you be kind enough to help me do that in a separate thread ? civic_center shall now be used.
  7. Have they always be that way ? If so I guess we will fix the existing anims integrity first and add/fix new ones after if that's okay
  8. Agreed. The most recent IIRC, but then Alexandermb tweaked them to add new prop points and whatnot and also changed the armature names.
  9. I don't think we have naming conventions for those, any suggestions ? Yeah, this way armature are different between objects, so for instance boar will have something like boar or boar_armature, which helps distinguishing it from the rest of the armatures (Could maybe used to do some grepping in the future) This is an arbitrary choice though. By default 3Dsmax names humanoid skeletons biped.
  10. Nope, you cannot. However you should never need to. Because if the actor has the prop in its texture then the spec map will be different there, and if the prop has a different texture then it should be a different mesh and have its own actor.
  11. @Alexandermb According to this nice little regexp : skin-joints-array" count="(?!48) (The latest model you uploaded have 48 vertex groups) You have 79/410 (19,3%) files that needs to be updated, including (sorry) some that you already have updated after I commit the onager changes ... public\art\animation\biped\camel_rider_archer_attack_capture.dae public\art\animation\biped\camel_rider_archer_attack_hip.dae public\art\animation\biped\camel_rider_archer_attack_right.dae public\art\animation\biped\camel_rider_archer_death.dae public\art\animation\biped\camel_rider_archer_idle_relax.dae public\art\animation\biped\camel_rider_archer_run.dae public\art\animation\biped\camel_rider_archer_trot_relax.dae public\art\animation\biped\camel_rider_attack_slaughter.dae public\art\animation\biped\camel_rider_carry_meat_idle.dae public\art\animation\biped\camel_rider_carry_meat.dae public\art\animation\biped\camel_rider_gather_meat.dae public\art\animation\biped\camel_rider_javelinist_attack_bag.dae public\art\animation\biped\camel_rider_javelinist_death.dae public\art\animation\biped\camel_rider_javelinist_idle_relax.daea public\art\animation\biped\camel_rider_javelinist_trot_relax.dae public\art\animation\biped\camel_rider_promotion.dae public\art\animation\biped\elephant_hero_maurya_attack.dae public\art\animation\biped\elephant_hero_maurya_death.dae public\art\animation\biped\elephant_hero_maurya_idle.dae public\art\animation\biped\elephant_hero_maurya_walk.dae public\art\animation\biped\elephant_rider_archer_attack_1.dae public\art\animation\biped\elephant_rider_archer_attack_2.dae public\art\animation\biped\elephant_rider_archer_attack_3.dae public\art\animation\biped\elephant_rider_archer_death_1.dae public\art\animation\biped\elephant_rider_archer_death_2.dae public\art\animation\biped\elephant_rider_archer_death_3.dae public\art\animation\biped\elephant_rider_archer_idle_1.dae public\art\animation\biped\elephant_rider_archer_idle_2.dae public\art\animation\biped\elephant_rider_archer_idle_3.dae public\art\animation\biped\elephant_rider_archer_walk_1.dae public\art\animation\biped\elephant_rider_archer_walk_2.dae public\art\animation\biped\elephant_rider_archer_walk_3.dae public\art\animation\biped\elephant_rider_attack_ready_shield_1.dae public\art\animation\biped\elephant_rider_attack_ready_shield_offhand_african.dae public\art\animation\biped\elephant_rider_attack_ready_shield_offhand.dae public\art\animation\biped\elephant_rider_attack_ready_shield.dae public\art\animation\biped\elephant_rider_death_ready_shield_1.dae public\art\animation\biped\elephant_rider_death_ready_shield_offhand_african.dae public\art\animation\biped\elephant_rider_death_ready_shield_offhand.dae public\art\animation\biped\elephant_rider_death_ready_shield.dae public\art\animation\biped\elephant_rider_idle_ready_shield_1.dae public\art\animation\biped\elephant_rider_idle_ready_shield_offhand_african.dae public\art\animation\biped\elephant_rider_idle_ready_shield_offhand.dae public\art\animation\biped\elephant_rider_idle_ready_shield.dae public\art\animation\biped\elephant_rider_walk_ready_shield_1.dae public\art\animation\biped\elephant_rider_walk_ready_shield_offhand_african.dae public\art\animation\biped\elephant_rider_walk_ready_shield_offhand.dae public\art\animation\biped\elephant_rider_walk_ready_shield.dae public\art\animation\biped\fisher\fisherman_death.dae public\art\animation\biped\fisher\fisherman_gather.dae public\art\animation\biped\fisher\fisherman_idle_1.dae public\art\animation\biped\fisher\fisherman_idle_2.dae public\art\animation\biped\fisher\fisherman_idle_3.dae public\art\animation\biped\fisher\fisherman_row.dae public\art\animation\biped\gatherer\gather_fruit.dae public\art\animation\biped\gatherer\idle_carry_ore_m.dae public\art\animation\biped\infantry\knife\attack_melee_knife_a.dae public\art\animation\biped\infantry\knife\attack_melee_knife_b.dae public\art\animation\biped\infantry\knife\attack_melee_knife_c.dae public\art\animation\biped\infantry\siege_operators\rome_ballista_attack_a.dae public\art\animation\biped\infantry\siege_operators\rome_ballista_attack_b.dae public\art\animation\biped\infantry\spearman\idle_ready_shield.dae public\art\animation\biped\infantry\spearman\idle_ready_spear.dae public\art\animation\biped\infantry\spearman\run_ready_shieldsmall.dae public\art\animation\biped\infantry\spearman\run_ready.dae public\art\animation\biped\maur_trader_death.dae public\art\animation\biped\maur_trader_idle.dae public\art\animation\biped\maur_trader_move_a.dae public\art\animation\biped\maur_trader_move_b.dae public\art\animation\biped\maur_trader_move_c.dae public\art\animation\biped\new\death_rider_elephant_african.dae public\art\animation\biped\new\death_rider_elephant_asian.dae public\art\animation\biped\rider\cavalry\archer\idle_carry_meat.dae public\art\animation\biped\rider\cavalry\dismount.dae public\art\animation\biped\rider\cavalry\mount.dae public\art\animation\biped\rider\cavalry\spearman\gallop_shield.dae public\art\meshes\skeletal\new\f_tunic_short.dae public\art\meshes\skeletal\new\m_dress.dae public\art\meshes\skeletal\new\m_hero_tunic.dae EDIT: Added the two missing animations.
  12. Yeah we should resize them down to either 256x256 or 128x128. Probably the former as those shields are quite big about (half the unit without the head) To respect the 'Texel Density' they should be half the texture size of the unit texture. Will probably help with the noise.
  13. I guess animating them would be nice Is that old vs new ?
  14. Yeah the pink ones are just 2x2 and they look splendid !
  15. Well yeah but they all cause the crash which is what #4460 is about, isn't it ? So once they are all replaced with 42 vertex grouped meshes all is fine, isn't it ?
  16. Can you fix that @Alexandermb ? I hope it's just update sheananigans.
  17. If It's Ubuntu you can try to use the PPA See 0 A.D.-Provided Packages https://play0ad.com/download/linux/ You can also contact your package maintainer. If the above doesn't work you can also compile it for source. Let me know if it helps.
  18. I'm not sure I understand can you rephrase that ?
  19. I will tomorrow. Did you figure a way to get back the animations ? You can use the trick fatherbushido used
  20. Yeah that works, I was planning to do that for everything we didn't have a blend file for It will still crash in debug if anims have duplicated vertex groups. Thanks ♥
  21. @Nescio would know I think we discussed it before. Would definitely be center, as everything is Americanized. not sure about civil or civic
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