Jump to content

Stan`

0 A.D. Project Leader
  • Posts

    17.611
  • Joined

  • Last visited

  • Days Won

    559

Everything posted by Stan`

  1. IMHO this is nice but the cost is too big. All those textures to edit, the actor files, the performance cost. Maybe doing something else would be more productive Like I don't know... Animating Micket's models.
  2. Well @wraitii's solution extended to actors with old meshes rigged the the new armature could be good enough for now. Getting rid of the blood lag too.
  3. I'm not sure there is an elephant file. I don't think I ever found it. Maybe Enrique knows more. As for committing just make sure that the checkrefs.pl script is happy and that you do small commits. Make sure you respected the naming conventions as well, that files are well indented that variants have the xml header and that you aren't leaving anything useless behind and missing any files. Would be nice to have everything though because elephants are gonna error out badly otherwise.
  4. Try disabling GLSL and postprocessing in the game's options.
  5. It looks like a permission issue. Maybe @historic_bruno or @wraitii would know. Sorry for the inconvenience.
  6. @wraitii I see well maybe there is a way to specify that in the xml file of the actor viewer in binaries/data/something. It should be updated following your change tho.
  7. Let's look for them I did not want you to make you look old but if you are indeed older than me, then one could think you are probably wiser ?
  8. Some anims don't work as well because they are a combination of two others ie carry idle and I don't think we support that in Atlas
  9. Ask @wraitii I'm sure there is something fishy and he worked on animation synchronisations etc EDIT: too slow XD
  10. I'm not wise... too young for that but maybe you are ?
  11. Sounds good. I would do it in multiple commits. Maybe one that deletes files and one that updates adds new.
  12. Not yet. @vladislavbelov was working on something like that. It's non trivial.
  13. Who knows ... https://code.wildfiregames.com/D2175 @Freagarach
  14. You can change the GUI scale in the game to be bigger by modifying your configuration file and adding for instance gui.scale = 1.2 This will increase the GUI size by 20%
  15. Should be fixed in next version. Currently the AI doesn't use formation because as it's said in the welcome screen those are not a finished feature. Currently formation attack is not implemented, you can also set them to standground.
  16. If you're baking cookies at the same time now that's impressive
  17. I believe you should talk to @wraitii about it / raise concern on the offending commit
  18. That's the issue, the game doesn't group objects using the same textures for rendering... Dunno how hard it would be to implement. Looks nice, but the difference in quality between the props is starting to show a lot.
  19. 37 Is okayish i guess but it's twice as much as the current state. 100 however is 5 times more which would be a bit more problematic in the long run... Nothing compared to the 300+ on the ships but still... @wraitii @vladislavbelov can we make something to not doom the next alpha for low end computers ? Very nice armor BTW
  20. You can do that I guess. Before the last line that does collada export, [...] → Add it here. bpy.ops.wm.collada_export(filepath='D:/Export/' + a.name + '.dae', keep_flat_curves=True, include_all_actions=False, keep_keyframes=True, selected=True, check_existing=False,filter_blender=False,filter_image=False,filter_movie=False,filter_python=False,filter_font=False,filter_sound=False,filter_text=False,filter_btx=False,filter_collada=True,filter_folder=True, limit_precision=True, filemode=8) you can add the following line (with the correct indentation) it will bake the current action (don't forget to save the blend file just in case you need to reset it.) # https://blenderartists.org/t/automate-baking-armature-actions-in-python/673541 bpy.ops.nla.bake(frame_start=a.frame_range[0], frame_end=a.frame_range[1], only_selected=True, visual_keying=True, clear_constraints=True, use_current_action=True, bake_types={'POSE'})
  21. I made a wicker texture in Substance Designer some time ago if that can help. I have a few other texture I haven't released, dunno if they could be used I have this wicker texture lying around What are your PC specs ? Maybe it's because the new blender uses a more recent OpenGL version...
×
×
  • Create New...