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Everything posted by Stan`
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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
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- bronze age
- mod
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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
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Looks like it works. Missing the blend file for the greaves as well now.
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Can you, or will I ? Also, I'm still missing the blend file for posterity
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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 !
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[ANSWERED] Need More Info About Unit and Building Classes
Stan` replied to sphyrth's topic in General Discussion
Do we have 'proper' documentation on classes and whatnot ? If not it would be nice to have a page on https://trac.wildfiregames.com -
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.
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@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 ?
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Thanks for the report GameBoy will be fixed once I commit Alexandermb's animations.
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Alrighty so just art animations, variants, skeletons, meshes ? Shouldn't I delete stuff first ?
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It just loads all templates using a script
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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'
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@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'
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Cloning.
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Well I'd like to keep things simple before those are implemented if that makes sense (which means less maintenance down the road)
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Can you do so ?
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I'll try to run chekrefs on the git mod to see if things are missing.
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I use append to make small blend file libraries with only actions Good job btw can't wait to be rid of it.
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Did you tick the compress option ? Different scene, but same file right ? Can anyone reexport them like you did ?
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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 ?
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I wonder if you shouldn't tilt the body a bit more to give it more energy. Some (exagerrated examples)
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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.
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That shield gonna get wrecked
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Thanks ! I wanted to do that but never got around it. You'll have to convince @bb_ or @wraitii to commit that ^^"
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Yes that would be https://code.wildfiregames.com/D1838 if memory serves.