Jump to content

Stan`

0 A.D. Project Leader
  • Posts

    17.954
  • Joined

  • Last visited

  • Days Won

    578

Everything posted by Stan`

  1. Thanks for the report I'll let @Alexandermb fix this. Would be nice to have skeletons check at some point in chechrefs.pl
  2. Looks like nobody tested on ARM ( I plan on getting a raspberry pi 4 soonish) To play with other A23byou need to revert to rP21945 which will require SM38
  3. You need to add a DELETED file like this https://github.com/0ADMods/millenniumad/tree/master/gui/pregame Don't forget to add some text in it (will be useful when packaging you mod) usually just the name of the file, it doesn't really matter.
  4. You could have made them in Inkscape and then exported them as PNG ? I also believe it can import SVG
  5. I don't know :/, sorry maybe @Enrique does ? Yes you may, I don't know how though, I 'll try
  6. @Alexandermb handIK_L handIK_R vertex groups still missing from f_tunic_short.dae m_hero_tunic Only 70 files to go EDIT: For the missing anims I'm afraid you will have to do what you did with the fisherman... Not also that the fisherman suffers from the same two missing vertex groups.
  7. I wonder how stiff the cloth was at that angle it would be weirdly oriented I guess.
  8. Special case in the AI ? I don't know. Mimo knew better so I trusted him That also implies a lot of work for the other modders ^^ and the reviewers. Also for some reason I can't apply patches that moves files, so I'll have to do everything manually.
  9. This https://code.wildfiregames.com/rP21275 Mostly the part of " and get rid of this camelry unit. " Yeah but maybe there are better uses of your time ? :/ I too often get errors when adding new stuff to the game
  10. Camelry is legit https://www.collinsdictionary.com/dictionary/english/camelry The reason template did not have camelry is what happened the last time I tried to introduce them. Elephantry seems a bit less indeed. There is only one folder using that though. Chariotry is definitely off the table and not used anywhere. My issue is here is not the semantics though. It's the ratio of work compared to the eventual benefit for everyone. And it's very very little.
  11. Well you reexported them but they didn't have the vertex groups...
  12. Well those are consistent aren't they ? camelry cavalry infantry elephantry There is 134 files with the m_ suffix, which means at least 238 files to edit including templates. I could probably waste a day or two doing that, but then I'll have to do it for delenda est as well last time @wowgetoffyourcellphone nearly crucified me and I'd rather he didn't quit modding ^^ Just knowing that if a unit is a mounted unit you need to add a little _m after the name doesn't seem that difficult, but maybe I'm wrong ?
  13. Can you upload the file to the forums or somewhere ? I'll fix it for you
  14. 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 ?
  15. 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.
  16. I guess it's texture filtering not antialiasing but apparently so. That changeset didn't work :/
  17. 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\
  18. @Alexandermb can you upload aspis_spart_lambda_07.png here ? It's the last file missing.
  19. @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.
  20. 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
  21. Agreed. The most recent IIRC, but then Alexandermb tweaked them to add new prop points and whatnot and also changed the armature names.
  22. 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.
×
×
  • Create New...