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Stan`

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Everything posted by Stan`

  1. Nice ! (On a related not I believe all blend files that are bigger than a few MB need to be zipped)
  2. Sure. How big is it when you zip it and/or use blender compression ?
  3. Dunno, does it make sense to have them all in a single blendfile ? Wouldn't it make more sense to have on file per civ so it's less layers to look into ? It's up to you
  4. @Alexandermb Can you fix the missing rome attic helmet used by the infantry swordsman e ? Or tell me what file it should be referencing so I can fix it ?
  5. Elephants dont use those variants they are for biped only Elephants will use another one.
  6. @Imarok Thanks. It would seem that the current variants use 'Build_farm' instead of 'seed'. If you change that in the code and apply the following diff it should work. Index: binaries/data/mods/public/art/variants/biped/build_farm.xml =================================================================== --- binaries/data/mods/public/art/variants/biped/build_farm.xml (revision 22869) +++ binaries/data/mods/public/art/variants/biped/build_farm.xml (working copy) @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8"?> <variant name="Build_farm"> <animations> - <animation event="0.5" file="biped/citizen/build.dae" name="Build_farm" speed="100"/> + <animation event="0.5" file="biped/gatherer/seeding.dae " name="Build_farm" speed="100"/> </animations> <props> <prop attachpoint="shield"/> Index: binaries/data/mods/public/art/variants/biped/female_build_farm.xml =================================================================== --- binaries/data/mods/public/art/variants/biped/female_build_farm.xml (revision 22869) +++ binaries/data/mods/public/art/variants/biped/female_build_farm.xml (working copy) @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8"?> <variant name="Build_farm"> <animations> - <animation event="0.75" file="biped/citizen/build.dae" name="Build_farm" speed="70"/> + <animation event="0.5" file="biped/gatherer/seeding.dae " name="Build_farm" speed="100"/> </animations> <props> <prop attachpoint="weapon_L"/>
  7. If @Alexandermb remakes all the civs shields in the game yes.
  8. Keep it up. I wonder if boeotian helmets had crest. I couldn't find any reference for it save for ricotz' helmets...
  9. I'm sorry if I sounded harsh it was clearly not my intention. I just meant that the mauryan elephant which currently builds by putting planks on the ground would look weird if the plough was applied to farms because building is still a static activity (the unit doesn't move) and so the elephant would be idling there while a plough would appear out of nowhere... Would be nice to have a rider on him yes
  10. An elephant idle with a plough will definitely look weird though...
  11. Yep I guess somewhat similar to the current build one instead that it would spray seeds around ? (Unless elephants are restricted from seedinh by @Imarok)
  12. @Alexandermb feel like doing a little seeding anim for the elephant worker ?
  13. Add the code i'll make the variant
  14. Hello can you try dosabling GLSL and postprocessing in the game options to see if that fixes it ?
  15. @elexis, @wraitii Do you experience this ?
  16. Can you check whether it's that commit and raise a concern if so ? Thank you
  17. IIRC it wouldn't snap to the left (none have that) otherwise. Was changed during the last request on phab
  18. Decals adapt to uneven ground ?
  19. I'm definitely not deleting it
  20. The should be fixed and committed to the han repository Same for the axes and other stuff (shooting anims etc)
  21. @Stan` does that mean i should remove the actual texture for historical accuracy or leave it as fancyness? The best would be that either you or @Enrique would rebake it, you have all the files
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