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Stan`

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Everything posted by Stan`

  1. We got you buddy As Alexandermb said you can either hack it or do it properly work by dropping the mesh in binaries/data/your/mod/meshes/yourmesh.dae (Be careful for some reason capital extensions ex DAE do not work)adding an actor file in binaries/data/your/mod/art/actors If you haven't done so already please look at https://trac.wildfiregames.com/wiki/Modding_Guide
  2. I just noticed how noisy the texture are... that's too bad maybe we could have run them through denoising. Fortunately they look good from the distance
  3. Looks like it works. Missing the blend file for the greaves as well now.
  4. Can you, or will I ? Also, I'm still missing the blend file for posterity
  5. Spoiler, none were added Well the priority here was to fix the debug build of the game, then i guess it would be time to update the Art Task Thread Sounds good !
  6. Do we have 'proper' documentation on classes and whatnot ? If not it would be nice to have a page on https://trac.wildfiregames.com
  7. Identity.Init() calls two Template.js functions, Maybe some caching would help (eg. storing classes for a given unit template ?) Also we do twice the GetVisibleIdentityClasses () code (because it's concatenated in GetIdentityClasses ) dunno how fast that regex is, but could maybe save some cycles. About concat performance https://stackoverflow.com/questions/5080028/what-is-the-most-efficient-way-to-concatenate-n-arrays http://jsperf.com/multi-array-concat/7 Maybe Array.prototype.concat.apply would be faster.
  8. @Alexandermb It's done, can you remove the useless files ? https://trac.wildfiregames.com/timeline @fatherbushido did the ForkAD devs fix checkrefs.pl (or write a new script) that handles the unused art files properly ?
  9. Thanks for the report GameBoy will be fixed once I commit Alexandermb's animations.
  10. Alrighty so just art animations, variants, skeletons, meshes ? Shouldn't I delete stuff first ?
  11. It just loads all templates using a script
  12. Missing file 'art/actors/props/units/armor/greave_06_bronze_l.xml' referenced by: 'meshes/art/actors/units/romans/infantry_swordsman_e.xml', 'meshes/art/actors/units/romans/infantry_swordsman_e.xml' Missing file 'art/actors/props/units/armor/greave_06_bronze_r.xml' referenced by: 'meshes/art/actors/units/romans/infantry_swordsman_e.xml', 'meshes/art/actors/units/romans/infantry_swordsman_e.xml' Missing file 'art/variants/biped/formations/syntagma_mid.xml' referenced by: 'meshes/art/actors/units/macedonians/infantry_pikeman_a.xml', 'meshes/art/actors/units/macedonians/infantry_pikeman_a.xml', 'meshes/art/actors/units/macedonians/infantry_pikeman_b.xml', 'meshes/art/actors/units/macedonians/infantry_pikeman_b.xml'
  13. @Alexandermb Same drill than @fatherbushido's reds are missing files, green are existing ones referencing them I'm really happy I added the mod support to checkrefs.pl Missing file 'art/actors/props/units/armor/greave_06_bronze_l.xml' referenced by: 'meshes/art/actors/units/romans/infantry_swordsman_e.xml' 'meshes/art/actors/units/romans/infantry_swordsman_e.xml' Missing file 'art/actors/props/units/armor/greave_06_bronze_r.xml' referenced by: 'meshes/art/actors/units/romans/infantry_swordsman_e.xml' 'meshes/art/actors/units/romans/infantry_swordsman_e.xml' Missing file 'art/animation/biped/infantry/swordsman/jog_relax_shieldsmall.dae' referenced by: 'meshes/art/variants/biped/base_spearman_ready_fast.xml' 'meshes/art/variants/biped/base_spearman_ready_fast.xml' 'meshes/art/variants/biped/base_spearman_ready_fast.xml' 'meshes/art/variants/biped/base_spearman_ready_fast.xml' Missing file 'art/variants/biped/formations/syntagma_mid.xml' referenced by: 'meshes/art/actors/units/macedonians/infantry_pikeman_a.xml' 'meshes/art/actors/units/macedonians/infantry_pikeman_a.xml' 'meshes/art/actors/units/macedonians/infantry_pikeman_b.xml' 'meshes/art/actors/units/macedonians/infantry_pikeman_b.xml'
  14. Well I'd like to keep things simple before those are implemented if that makes sense (which means less maintenance down the road)
  15. I'll try to run chekrefs on the git mod to see if things are missing.
  16. I use append to make small blend file libraries with only actions Good job btw can't wait to be rid of it.
  17. Did you tick the compress option ? Different scene, but same file right ? Can anyone reexport them like you did ?
  18. Sounds cool. That's starting to make quite a few animations ! Btw the new unit blend file is complete ? With fishing animation and other special ones ?
  19. I wonder if you shouldn't tilt the body a bit more to give it more energy. Some (exagerrated examples)
  20. Thanks for being open about it Can you PM him now for Facebook ? Well I'd like you too, but only if it's a positive experience for you I can see where you are coming from.
  21. Thanks ! I wanted to do that but never got around it. You'll have to convince @bb_ or @wraitii to commit that ^^"
  22. Yes that would be https://code.wildfiregames.com/D1838 if memory serves.
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