Jump to content

Stan`

0 A.D. Project Leader
  • Posts

    18.123
  • Joined

  • Last visited

  • Days Won

    587

Everything posted by Stan`

  1. 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.
  2. I guess packed units should be on standground ? Maybe something to include in @wraitii's changes
  3. Oh nice, can we do anything for him ?
  4. 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 ?
  5. 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.
  6. 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.
  7. 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)
  8. 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.
  9. But the maps are great, aren't they ? OceanSide:
  10. Not related Those bugs were already reported to @wraitii I believe.
  11. 1 @wowgetoffyourcellphone Might know better. 2. Depends on whether you are using the normal or the dev version. Usually they are in binaries/data/mods/public/art/textures/UI
  12. Incidentally yes, but the maps won't really change much aside from that.
  13. NOTE TO SELF: Use the white ground for forum integration. @LordGood Though palms look kinda edgy though, don't they ?
  14. Well more variety is okay Just wanted to make sure cause indeed they look very big. Maybe if the texture had more dense branches and leaves that would work
  15. Looking great, maybe the the spec map is too shiny on the roofs? How big is a typical acacia leaf ?
  16. I realize I failed to answer here, so I will do it now. I like consistency, so we should not use diacritics nor different letter for Greek and not for old Persian for consistency's sake. As we already use american English for the game it might make sense to follow american standards. So here is my take on this: I like diacritics and flat lines and whatnot I also like that the game displays text in Greek However: I can totally understand how specific names can be confusing (eg. Kushites) The player should not be confused by the interface. So I vote for the American Library's convention. As @wowgetoffyourcellphone said, specific names could be an option. Maybe @Freagarach could submit a patch for that if she wants to. There are not many occurrences of the word so it should be easy to make it togglable https://github.com/0ad/0ad/search?l=JavaScript&q="specific+name"&type=Code https://github.com/0ad/0ad/search?l=JavaScript&q="specificname"&type=Code
  17. After https://code.wildfiregames.com/D1955 that Freagarach did on my request, it will possible to have both men and women using the same template randomly. This will make it easy to create the traditional villager
  18. Thanks for the reminder. I updated the post.
  19. Hello everyone, Following https://trac.wildfiregames.com/changeset/22379 there will be some changes needed for those of you who have mods modifying templates. I believe that's most of you. Before rP22379 a typical attack component was defined like this: <Attack> <Ranged> <Hack>0.0</Hack> <Pierce>12.0</Pierce> <Crush>0.0</Crush> <MaxRange>72.0</MaxRange> <MinRange>0.0</MinRange> <PrepareTime>1200</PrepareTime> <RepeatTime>2000</RepeatTime> <Delay>0</Delay> <Projectile> <Speed>75.0</Speed> <Spread>1.5</Spread> <Gravity>9.81</Gravity> <LaunchPoint y="3"/> </Projectile> <PreferredClasses datatype="tokens">Human</PreferredClasses> <RangeOverlay> <LineTexture>outline_border.png</LineTexture> <LineTextureMask>outline_border_mask.png</LineTextureMask> <LineThickness>0.175</LineThickness> </RangeOverlay> </Ranged> </Attack> Now you have to wrap Hack, Pierce, Crush (but not Capture !) into a Damage Tag <Attack> <Ranged> <Damage> <Hack>0.0</Hack> <Pierce>12.0</Pierce> <Crush>0.0</Crush> </Damage> <MaxRange>72.0</MaxRange> <MinRange>0.0</MinRange> <PrepareTime>1200</PrepareTime> <RepeatTime>2000</RepeatTime> <Delay>0</Delay> <Projectile> <Speed>75.0</Speed> <Spread>1.5</Spread> <Gravity>9.81</Gravity> <LaunchPoint y="3"/> </Projectile> <PreferredClasses datatype="tokens">Human</PreferredClasses> <RangeOverlay> <LineTexture>outline_border.png</LineTexture> <LineTextureMask>outline_border_mask.png</LineTextureMask> <LineThickness>0.175</LineThickness> </RangeOverlay> </Ranged> </Attack> Also note this will be breaking auras and technologies as well. { "type": "range", "radius": 50, "affects": [ "Soldier" ], "modifications": [ { "value": "Attack/Melee/Crush", "multiply": 1.20 }, { "value": "Attack/Ranged/Hack", "multiply": 1.20 } ], "auraName": "Religious Fervor", "auraDescription": "+20% attack damage for soldiers.", "overlayIcon": "art/textures/ui/session/auras/attack_bonus.png" } Will become { "type": "range", "radius": 50, "affects": [ "Soldier" ], "modifications": [ { "value": "Attack/Melee/Damage/Crush", "multiply": 1.20 }, { "value": "Attack/Ranged/Damage/Hack", "multiply": 1.20 } ], "auraName": "Religious Fervor", "auraDescription": "+20% attack damage for soldiers.", "overlayIcon": "art/textures/ui/session/auras/attack_bonus.png" } { "genericName": "Close Combat Cavalry Training", "specificName": { "mace": "Xyston", "spart": "Xyston", "athen": "Xyston", "sele": "Xyston", "ptol": "Xyston", "rome": "Hasta" }, "description": "Training increases melee attack.", "cost": { "food": 500, "wood": 750, "stone": 0, "metal": 350 }, "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "horse_trainer.png", "researchTime": 40, "tooltip": "+20% melee cavalry attack.", "modifications": [ { "value": "Attack/Melee/Hack", "multiply": 1.2 }, { "value": "Attack/Melee/Pierce", "multiply": 1.2 }, { "value": "Attack/Melee/Crush", "multiply": 1.2 } ], "affects": [ "Cavalry Melee" ], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Becomes { "genericName": "Close Combat Cavalry Training", "specificName": { "mace": "Xyston", "spart": "Xyston", "athen": "Xyston", "sele": "Xyston", "ptol": "Xyston", "rome": "Hasta" }, "description": "Training increases melee attack.", "cost": { "food": 500, "wood": 750, "stone": 0, "metal": 350 }, "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "horse_trainer.png", "researchTime": 40, "tooltip": "+20% melee cavalry attack.", "modifications": [ { "value": "Attack/Melee/Damage/Hack", "multiply": 1.2 }, { "value": "Attack/Melee/Damage/Pierce", "multiply": 1.2 }, { "value": "Attack/Melee/Damage/Crush", "multiply": 1.2 } ], "affects": [ "Cavalry Melee" ], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } This change will then allow any modder to add different types of attack to his mod. One currently has hack, pierce, crush, and could add, magic, fire etc... following https://code.wildfiregames.com/D1938 Sorry for the inconvenience and Happy modding You can answer this thread if you need further details
  20. Would need an icon and a proper template that doesn't depend on DE
  21. Should be better now pers_ice_house_02.zip
×
×
  • Create New...