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Stan`

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

  1. Back on topic, I don't know, but one should be chosen, it should be the best to reflect 0 A.D.'s nature, and everything should be updated to reflect that.
  2. I wrote he last time and I got the same remark. I guess I could write they as it is 'inclusive' but I always find it misleading not to know whether we are speaking about one person or multiple. I sent "them" a P.M." to clarify the matter. Can't use "one" in this context either
  3. That's not really just a button You have to replace characters, make it so it works for every alphabet, you might need to have a line in every template.
  4. Actually it would just be hidden in the GUI. As long as it's a specific name defined in the XML file it will not appear. The list will be dynamically changeable. One could just create a mod for that
  5. Good, I will try to find some time, no promises though.
  6. Yeah so as elexis said you need to find a way to put a semaphore on the file (or handle the case where it's used by another process) On a side note, if you are not the one making this PR https://github.com/0ad/0ad/pull/25 you can use that to send commands directly to the engine. You'll probably have to figure some stuff out first, maybe contact the person
  7. What os are you ? Windows handles multiple file ownership badly. Do you have a set up guide so I can try to reproduce it locally
  8. Why did they not ask Stan ? That should be part of the wiki steps'
  9. Sweet Christmas What did you call this mod ?
  10. I guess the trees do all the work
  11. @feneur can you remove the post limit please ? Thanks
  12. Maybe then we could restrict catapults to buildings when attack range is implemented.
  13. I loaded the file in Blender and made a few checks but didn't find something inherently wrong. 1 material maximum... okay Mesh parented to the armature... okay Vertex groups... okay Did you get any error before or after those three like unable to load skeletons or something ? If you changed the rig, you need a new skeleton file.
  14. Oh okay. So first "static_meshes" should contain both the mesh, and the armature. animation should also contain both the mesh and the armature. However if multiple static meshes are using the same animation because the skeleton is compatible you do not need to export all the meshes as animation. The static_mesh should have the same number of bones and vertex groups than the animation. The static_mesh may not have two vertex groups with the same name.
  15. Hello and welcome to the forums @Adrix ! Skeletons do not need to be pointed to, they are recognized automatically, this is both a good thing and a bad thing. Yeah, if it's using the same skeleton as another one you do not need to create the file. Yeah, most of the time, import doesn't work with animated DAEs, you should ask @The Undying Nephalim for the source file instead.
  16. I guess packed units should be on standground ? Maybe something to include in @wraitii's changes
  17. Oh nice, can we do anything for him ?
  18. Sure, I just made sure the work was really easy If he comes back soonish he'll only have to add the actions to the blend file, copy the script press enter, and replace the files. Instead of having to do everything manually I could buy a power supply for him, if that gets him back Are you in contact with him ?
  19. Sure, but there could have been other issues, like non rigged vertices Just wanted to make sure everything is fine. Also I'm not sure how Enrique managed to duplicate the vertex groups at the first time I would have loved to, but he hasn't uploaded anything there https://github.com/AlexanderVzla?tab=repositories Yeah really sorry about that.
  20. That sounds doable, maybe someone could make a patch for it. @Freagarach Is working on a feature that will allow one to use catapults to bombard areas, which might make them a bit more useful.
  21. I need to write a tutorial for this explaining parallax and normal maps. Some facts: we use directX normal maps, not opengl ones (the shaders do the inversion for us) OpenGL shows how it will look in game (outward bump) Alpha channel of the normal map controls the height, the more transparent the higher (Usually using ao works fine for the mask)
  22. Currently done locally. Importing all the unit meshes in the new Blender file. Importing all the capes meshes in the new Blender file. Renaming all sub-meshes to the name of the object instead of cube.00X or other incorrect names Deleting all props vertex groups. Deleting all duplicate vertex groups. Those groups were named spine.001, neck.001, chest.001. Reexporting base (non animated meshes). Checking whether we can only reexport base meshes (Doesn't work). Updating skeleton files using the python script. Switch to meter scale. Added tools Fix broken vertex group Still need to be done Importing all anims from the scattered blend files. Exporting all the anims Cleaning up the anims. backup.1.zip EDIT 1 : Updated backup.2.zip EDIT 2 : Updated backup.3.zip EDIT 3 : Updated @Alexandermb I found a way to reexport animations really fast ! I wrote this little python script you can paste in the Blender console with the latest backup blend: # https://blender.stackexchange.com/questions/41484/how-do-i-change-actions-in-python # https://blender.stackexchange.com/questions/26995/where-is-python-file-for-exporting-dae-collada # https://blender.stackexchange.com/questions/38618/selecting-an-object-via-scripting # https://blenderartists.org/t/deselect-all-command/666535/4 # https://docs.blender.org/api/2.79/bpy.ops.wm.html # https://blenderartists.org/t/set-the-first-and-end-frame-by-script/535050 import bpy # Deselect everything for ob in bpy.context.selected_objects: ob.select_set(state=False) # The armature, and the dummy mesh needed (It has to be parented the armature) armature = bpy.data.objects['Armature'] unit_mesh = bpy.data.objects['m_armor_dress'] armature.select_set(state=True) unit_mesh.select_set(state=True) # For every action that exists in the blend file, export the matching collada. for a in bpy.data.actions: # print(a.name) # Get the current action to be exported armature.animation_data.action = bpy.data.actions.get(a.name) # print(a.frame_range) # We only need to export from the start frame to the end frame bpy.data.scenes[0].frame_start = a.frame_range[0] bpy.data.scenes[0].frame_end = a.frame_range[1] # Export the collada model 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) This will export all the files with their Blender names in a folder called D:/Export. If we manage to rename all the animations to their current name in game it will be a piece of cake. Still need to gather all the animation. Also I tested @fatherbushido those new reexported anims work in Debug mode.
  23. But the maps are great, aren't they ? OceanSide:
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