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Stan`

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Everything posted by Stan`

  1. Agreed. The most recent IIRC, but then Alexandermb tweaked them to add new prop points and whatnot and also changed the armature names.
  2. 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.
  3. Nope, you cannot. However you should never need to. Because if the actor has the prop in its texture then the spec map will be different there, and if the prop has a different texture then it should be a different mesh and have its own actor.
  4. @Alexandermb According to this nice little regexp : skin-joints-array" count="(?!48) (The latest model you uploaded have 48 vertex groups) You have 79/410 (19,3%) files that needs to be updated, including (sorry) some that you already have updated after I commit the onager changes ... public\art\animation\biped\camel_rider_archer_attack_capture.dae public\art\animation\biped\camel_rider_archer_attack_hip.dae public\art\animation\biped\camel_rider_archer_attack_right.dae public\art\animation\biped\camel_rider_archer_death.dae public\art\animation\biped\camel_rider_archer_idle_relax.dae public\art\animation\biped\camel_rider_archer_run.dae public\art\animation\biped\camel_rider_archer_trot_relax.dae public\art\animation\biped\camel_rider_attack_slaughter.dae public\art\animation\biped\camel_rider_carry_meat_idle.dae public\art\animation\biped\camel_rider_carry_meat.dae public\art\animation\biped\camel_rider_gather_meat.dae public\art\animation\biped\camel_rider_javelinist_attack_bag.dae public\art\animation\biped\camel_rider_javelinist_death.dae public\art\animation\biped\camel_rider_javelinist_idle_relax.daea public\art\animation\biped\camel_rider_javelinist_trot_relax.dae public\art\animation\biped\camel_rider_promotion.dae public\art\animation\biped\elephant_hero_maurya_attack.dae public\art\animation\biped\elephant_hero_maurya_death.dae public\art\animation\biped\elephant_hero_maurya_idle.dae public\art\animation\biped\elephant_hero_maurya_walk.dae public\art\animation\biped\elephant_rider_archer_attack_1.dae public\art\animation\biped\elephant_rider_archer_attack_2.dae public\art\animation\biped\elephant_rider_archer_attack_3.dae public\art\animation\biped\elephant_rider_archer_death_1.dae public\art\animation\biped\elephant_rider_archer_death_2.dae public\art\animation\biped\elephant_rider_archer_death_3.dae public\art\animation\biped\elephant_rider_archer_idle_1.dae public\art\animation\biped\elephant_rider_archer_idle_2.dae public\art\animation\biped\elephant_rider_archer_idle_3.dae public\art\animation\biped\elephant_rider_archer_walk_1.dae public\art\animation\biped\elephant_rider_archer_walk_2.dae public\art\animation\biped\elephant_rider_archer_walk_3.dae public\art\animation\biped\elephant_rider_attack_ready_shield_1.dae public\art\animation\biped\elephant_rider_attack_ready_shield_offhand_african.dae public\art\animation\biped\elephant_rider_attack_ready_shield_offhand.dae public\art\animation\biped\elephant_rider_attack_ready_shield.dae public\art\animation\biped\elephant_rider_death_ready_shield_1.dae public\art\animation\biped\elephant_rider_death_ready_shield_offhand_african.dae public\art\animation\biped\elephant_rider_death_ready_shield_offhand.dae public\art\animation\biped\elephant_rider_death_ready_shield.dae public\art\animation\biped\elephant_rider_idle_ready_shield_1.dae public\art\animation\biped\elephant_rider_idle_ready_shield_offhand_african.dae public\art\animation\biped\elephant_rider_idle_ready_shield_offhand.dae public\art\animation\biped\elephant_rider_idle_ready_shield.dae public\art\animation\biped\elephant_rider_walk_ready_shield_1.dae public\art\animation\biped\elephant_rider_walk_ready_shield_offhand_african.dae public\art\animation\biped\elephant_rider_walk_ready_shield_offhand.dae public\art\animation\biped\elephant_rider_walk_ready_shield.dae public\art\animation\biped\fisher\fisherman_death.dae public\art\animation\biped\fisher\fisherman_gather.dae public\art\animation\biped\fisher\fisherman_idle_1.dae public\art\animation\biped\fisher\fisherman_idle_2.dae public\art\animation\biped\fisher\fisherman_idle_3.dae public\art\animation\biped\fisher\fisherman_row.dae public\art\animation\biped\gatherer\gather_fruit.dae public\art\animation\biped\gatherer\idle_carry_ore_m.dae public\art\animation\biped\infantry\knife\attack_melee_knife_a.dae public\art\animation\biped\infantry\knife\attack_melee_knife_b.dae public\art\animation\biped\infantry\knife\attack_melee_knife_c.dae public\art\animation\biped\infantry\siege_operators\rome_ballista_attack_a.dae public\art\animation\biped\infantry\siege_operators\rome_ballista_attack_b.dae public\art\animation\biped\infantry\spearman\idle_ready_shield.dae public\art\animation\biped\infantry\spearman\idle_ready_spear.dae public\art\animation\biped\infantry\spearman\run_ready_shieldsmall.dae public\art\animation\biped\infantry\spearman\run_ready.dae public\art\animation\biped\maur_trader_death.dae public\art\animation\biped\maur_trader_idle.dae public\art\animation\biped\maur_trader_move_a.dae public\art\animation\biped\maur_trader_move_b.dae public\art\animation\biped\maur_trader_move_c.dae public\art\animation\biped\new\death_rider_elephant_african.dae public\art\animation\biped\new\death_rider_elephant_asian.dae public\art\animation\biped\rider\cavalry\archer\idle_carry_meat.dae public\art\animation\biped\rider\cavalry\dismount.dae public\art\animation\biped\rider\cavalry\mount.dae public\art\animation\biped\rider\cavalry\spearman\gallop_shield.dae public\art\meshes\skeletal\new\f_tunic_short.dae public\art\meshes\skeletal\new\m_dress.dae public\art\meshes\skeletal\new\m_hero_tunic.dae EDIT: Added the two missing animations.
  5. Yeah we should resize them down to either 256x256 or 128x128. Probably the former as those shields are quite big about (half the unit without the head) To respect the 'Texel Density' they should be half the texture size of the unit texture. Will probably help with the noise.
  6. I guess animating them would be nice Is that old vs new ?
  7. Yeah the pink ones are just 2x2 and they look splendid !
  8. Well yeah but they all cause the crash which is what #4460 is about, isn't it ? So once they are all replaced with 42 vertex grouped meshes all is fine, isn't it ?
  9. Can you fix that @Alexandermb ? I hope it's just update sheananigans.
  10. If It's Ubuntu you can try to use the PPA See 0 A.D.-Provided Packages https://play0ad.com/download/linux/ You can also contact your package maintainer. If the above doesn't work you can also compile it for source. Let me know if it helps.
  11. I'm not sure I understand can you rephrase that ?
  12. I will tomorrow. Did you figure a way to get back the animations ? You can use the trick fatherbushido used
  13. Yeah that works, I was planning to do that for everything we didn't have a blend file for It will still crash in debug if anims have duplicated vertex groups. Thanks ♥
  14. @Nescio would know I think we discussed it before. Would definitely be center, as everything is Americanized. not sure about civil or civic
  15. Hey as you probably know the game only supports one texture set per mesh, and per actor. In this case @LordGood wanted to have two different ones so he made two actors. In general one will be fine So any of those is good
  16. Only a few to go Missing file 'art/animation/biped/new/death_a.dae' referenced by: 'public/art/variants/biped/fisher/base.xml' Missing file 'art/animation/biped/new/death_b.dae' referenced by: 'public/art/variants/biped/fisher/base.xml' Missing file 'art/animation/biped/new/death_rider_elephant_african.dae' referenced by: 'public/art/actors/props/units/capes/rider/elephant_driver_african.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_african.xml', 'public/art/variants/biped/rider/elephantry/african_turret_death.xml', 'public/art/variants/biped/rider/elephantry/african_turret_death.xml' Missing file 'art/animation/biped/new/death_rider_elephant_asian.dae' referenced by: 'public/art/actors/props/units/capes/rider/elephant_driver_asian.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_asian.xml', 'public/art/variants/biped/rider/elephantry/asian_turret_death.xml', 'public/art/variants/biped/rider/elephantry/asian_turret_death.xml' Missing file 'art/animation/biped/new/hoplite_idle_relax.dae' referenced by: 'public/art/actors/props/units/capes/rider/elephant_driver_african.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_african.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_african.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_african.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_african.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_african.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_african.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_asian.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_asian.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_asian.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_asian.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_asian.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_asian.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_asian.xml' Missing file 'art/animation/biped/new/onager_attack_a.dae' referenced by: 'public/art/actors/units/romans/onager_operator_a.xml' Missing file 'art/animation/biped/new/onager_attack_b.dae' referenced by: 'public/art/actors/units/romans/onager_operator_b.xml' Missing file 'art/animation/biped/new/onager_attack_c.dae' referenced by: 'public/art/actors/units/romans/onager_operator_c.xml' Missing file 'art/animation/biped/new/onager_idle_a.dae' referenced by: 'public/art/actors/units/romans/onager_operator_a.xml' Missing file 'art/animation/biped/new/onager_idle_b.dae' referenced by: 'public/art/actors/units/romans/onager_operator_b.xml' Missing file 'art/animation/biped/new/onager_idle_c.dae' referenced by: 'public/art/actors/units/romans/onager_operator_c.xml' Missing file 'art/animation/biped/new/pike_idle_relax.dae' referenced by: 'public/art/actors/props/units/capes/rider/elephant_driver_african.xml', 'public/art/actors/props/units/capes/rider/elephant_driver_asian.xml', 'public/art/actors/units/mauryas/hero_chariot_archer_ashoka_r_parasol.xml' Missing file 'art/animation/biped/rider/cavalry/spearman/attack_shield_stab_reverse_d.dae' referenced by: 'public/art/variants/biped/rider/cavalry/base_spearman_shield_reverse_attack.xml' Missing file 'art/textures/skins/props/shield/aspis_spart_lambda_07.png' referenced by: 'public/art/variants/shields/spart_aspis_h_01.xml' Do you know whether the remaining not updated anims will trigger errors because of missing bones / extra bones ? Until we have them all replaced we can't close #4460. You did an astounding work though, so cheers !
  17. Yeah I also meant for the women which suck. Since we had the opportunity to correctly depict them
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