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Everything posted by Stan`
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I'm not wise... too young for that but maybe you are ?
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Sounds good. I would do it in multiple commits. Maybe one that deletes files and one that updates adds new.
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Not yet. @vladislavbelov was working on something like that. It's non trivial.
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Who knows ... https://code.wildfiregames.com/D2175 @Freagarach
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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%
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Known Problems (Please read before posting)
Stan` replied to quantumstate's topic in Help & Feedback
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. -
If you're baking cookies at the same time now that's impressive
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I believe you should talk to @wraitii about it / raise concern on the offending commit
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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.
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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
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Civ: Germans (Cimbri, Suebians, Goths)
Stan` replied to wowgetoffyourcellphone's topic in Delenda Est
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'}) -
Blender AddOns, Materials & Tutorials.
Stan` replied to Alexandermb's topic in Tutorials, references and art help
What happens when you try to open it ? -
Draw Calls ?
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Blender AddOns, Materials & Tutorials.
Stan` replied to Alexandermb's topic in Tutorials, references and art help
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... -
Civ: Germans (Cimbri, Suebians, Goths)
Stan` replied to wowgetoffyourcellphone's topic in Delenda Est
Why dont you use the script ? (if you don't know how just ask me -
Known Problems (Please read before posting)
Stan` replied to quantumstate's topic in Help & Feedback
Hello you can either disable TLS in the game optiona or download the fixed release bundle from here :https://www.mediafire.com/file/00lxxtdmsu64nrs/0ad-0.0.23b-alpha-osx64.dmg/file Sorry for the inconvenience. -
http://www.romaniadevis.ro/dacia/zona-geto-daca/reconstituiri-3d/item/templu-dacic-v-01-reconstituire-virtuala-3d http://www.romaniadevis.ro/dacia/zona-geto-daca/reconstituiri-3d
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@wowgetoffyourcellphone I did not hate your texture, I just wanted to learn texturing with Substance Designer (Which also allowed for a clean normal map and specmap) hence why I did not use it @Genava55 I went for that style because that was what was depicted on that romanian web site.(I surely posted some picture somewhere on the forums) Greek columns slate roofs lot of wood If someone wants to make everything better and throw everything in the trash I have no issues.
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seleucid and ptolemy heavy warship wrong model and unit icon
Stan` replied to zzz96's topic in General Discussion
Yup, last time it was fixed by assigning weights to some vertex on the gastaphrete. Not on holiday, yet anyway just on a break, which is getting harder to hold these days. -
The Phenotype tag which replace the previous Gender tag, can be now have tokens. Once there is more than one token it will pick one randomly. Note that tokens are also inherited see https://trac.wildfiregames.com/changeset/22611 Then in the actor name you will be able to specify the {phenotype} tag for the engine to replace Assuming this in the Identity component <Phenotype datatype="tokens"> male female</Phenotype> And this in the actor <Actor>units/britons/{Phenotype}_villager.xml</Actor> Will be replaced by <Actor>units/britons/male_villager.xml</Actor> <Actor>units/britons/female_villager.xml</Actor> An official post could be made maybe by@wraitii or @Freagarach like the one I made for breaking changes.
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@Enrique I tried to update the art design document in the past months (For future contributions from an art school in Rennes) updated links updated the pipeline created a page about footprint standardizations https://trac.wildfiregames.com/wiki/ArtDesignDocument And created a few subpages to make it more readable https://trac.wildfiregames.com/wiki/ArtPolyCountGuidelines You might want to update it or create a thread about making reasonable polycounts you have more experience than me on that matters. Still there is the question of drawcalls that are huge these days and we only have what @wraitii started. I believe art performance might be an issue in a A24. (Ships, gaul and brit blacksmith, gaul barracks)
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Just use the name of the armature If the armature is Biped, then use 'Biped'
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Don't forget to edit 'Armature' for armature name and 'm_armor_dress' for the mesh And the export filepath at the bottom (Basically the three green things)