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Posts
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Everything posted by Stan`
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Maybe @FeXoR could have a look too. I hope he is still around.
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I think so. We just need to pull translations (Might need some script updating) Any help is welcome.
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Have you tried disabling GLSL and postprocessing ?
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Look at the title
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I guess blendfiles for mods can go in the Share repository.
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Mmh I guess it's missing some things after all ^^`
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@elexis Tell me this is fixed
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Nice thanks ! That will be one ticket less to take care of. You could also get rid of the innacurate Spears on the siege tower Even though wolflance said it wasn't the best siege engine for the Hans.
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Check if it doesnt break anything then yes
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Smoke curved was merged in the public mod with the gaul tavern. But yeah making foundation templates and rubble is planned.
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Mmh I wonder why it didn't pop earlier. Maybe it's a cross reference from Terra Magna missing.
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Unless you make a mod no unfortunately. This is something we might look at in the future though no one worked on it yet. In the meantime you can use the good old ctrl+click. Welcome to the forums.
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@wowgetoffyourcellphone Thanks I'll update it in the next release I'll make a patch to send a nice Packaging complete to the debug view
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@Alexandermb ERROR: art/meshes/skeletal/xion_civic_center_chariot.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/meshes/props/chin_liannu.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" Can you try to fix those ? I believe the civic center has a different armature than the animation you exported so should be easy to fix. Lian niu I don't know, I tried to fix it but it obviously didn't work. EDIT: Millenium AD seems ready @wackyserious @asterix @niektb @Lion.Kanzen If you want to try it out. If no one finds breakage I guess we can release it. Pyromod will be uploaded to github & moddb and we will see with @Itms for modio. The release announcement @asterix made will be published on moddb and here. millenniumad.pyromod
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Yeah the that's my last check usually. But in the case of broken textures it just crashes so you'll get a debug message for every texture without knowing it's name ^^
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Due to the recent increase in interest for mods as well as the relative simplicity with which you can install them (either through .pyromod files or mod.io) I decided to make a little guide to explain how to package mods. It's a relative tedious process when you are not familiar to it, so don't worry if you do not get it right the first time. Requirements: You need to have the package_mod installed First go to 0 .A.D.'s root folder (This the one that contains the binaries folder): In the adress bar type "powershell" A wild window will appear. (Notice the path is correct one): Type or copy paste the following command, but replace "{yourmod}" by the mod folder name, for instance, terra_magna, delenda_est, milleniumad binaries/system/pyrogenesis -mod=package_mod -mod={yourmod} -archivebuild="binaries/data/mods/{yourmod}" -archivebuild-output="{yourmod}.pyromod" -archivebuild-compress You should have something like this after copy pasting/typing: It will take some time to compile the modfile. For Ponies Ascendant which is like 300MB big, it takes like 5 mins. Optional: You can monitor the output of the packaging in Visual Studio or using a tool called DebugView by SysInternals (Recommended as fewer setup steps are required) Open the zip and double click on Dbgview.exe: It will open a window like this, and the output will appear when you run the packaging steps above. Hope it helps.
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Do you want to make some ?
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Thanks so much Great job.