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Everything posted by Stan`
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Yeah one file for the base mesh one file per animation. Mesh doesn't need to be in T-Pose. If you mean bone names yes. If you need to add props at specific places of your mesh your need to create a bone names either prop_ {whatever} or prop-{whatever} Sure. https://github.com/StanleySweet/0AD-Skeleton-Generator Basically just put your file in the input folder and run the script. Two specifically. one for diffuse spec normal and one for so. If you don't need ao you can use only one. Each actor file ( XML files) in binaries/data/mods/actors contains a reference to a material XML file. Name should be self explicit Nope one material per mesh. Hopefully swim in a near future. There is also feeding for Gaia animals. Carry animations carry walk anims promotion praise and all the formation anims You should import dae to figure that. It was supposed to be 2m for a unit but I don't think anything follows that anymore. I don't think there is as long as it is power of two.
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New Alert feature ("town bell") : How many levels ?
Stan` replied to Itms's topic in General Discussion
You could just copy the offending file before that commit in a mod though keep in mind you won't be able to play with other people on the lobby who do not have the mod. -
Maybe add some corner stones for the entrance. Also the roof should end with stones according to the picture. Add a bench and a few props nature if you will and you'll be good to go.
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Thé axe head blackening like that seem weird
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Well I will need to look at a crashdump and fix the files according to what it says. In any case it shouldn't crash and that shouldn't happen anymore in A24 if we want to help modders.
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1. One animation per file. Each dad files should contain the rig and the mesh. Different meshes can use the same rig. 2. You can add any type of rigged objects to the game. For that you only have to make a custom skeleton XML file. If you need help with that I have made a tool to generate it from a Dae 3. I don't know about an animation max length but the max vertice count per mesh is 32768 4. Ao maps (the mesh will need a specific uv for those), normal map, parrallax map ( basically normal map with transparency for height) spec map and diffuse map are supported. 5. I'd normally answer this but it's late and I'm on my phone so it will have to wait tomorrow at least. There are plenty of threads scattered around the forums so I'm sure you'll figure out if you don't you'll have to wait for an answer. Welcome to the forums and feel free to ask any other questions you might have. Sorry for avoiding the question and happy modding. Looking forward to see your work.
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Ratings Disputes and Offence Reporting (Discussion)
Stan` replied to gator303's topic in General Discussion
Can I say this is alpha ? You know because I can Sorry you had such a bad experience with your first rated game. But since you got involved in dev you know there is room for improvement and better than that you can do something about it. You could make the game prettier so at least if your enemy is playing dirty it will look awesome -
Let's do this. But first sleep. And mother's day and a lot of other stuff Like packaging and fixing bugs.
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News from the packaging. Currently terra_magna is in an unpackageable state. A lot of files are broken (13 so far) but I have no idea what's wrong with them. as the game archiver just crashes. So this includes but is not limited to: art/animation/biped/new/crossbow_attack_a.dae art/animation/biped/new/crossbow_idle_ready.dae art/animation/biped/rcrossbow_melee.dae art/animation/biped/trunk_ram_attack_left.dae art/animation/biped/trunk_ram_attack_right.dae art/animation/biped/trunk_ram_idle_left.dae art/animation/biped/trunk_ram_idle_right.dae art/animation/biped/trunk_ram_walk_left.dae art/animation/biped/trunk_ram_walk_right.dae art/animation/biped/xion_barrack_archer.dae art/animation/biped/xion_blacksmith_arrow.dae art/animation/biped/xion_blacksmith_sword.dae art/animation/rcrossbow_melee.dae
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There was a thracian round temple in one of the refs on that romanian website.
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@Alexandermb Thracians are not planned for this release anyway. Also you don't have any files, I've got everything on my hard drive.
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I could release what I have so far and let people contribute to it
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It was me using my merge power a while back I wanted to have as much possiblr material in the same thread.
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Ah also repeat time might not help.
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I guess with scaling one out of fifteen ? Any boost would be aura unless we reimplement stamina and special attacks. (3177 and another one not sure the attacks were trigger able but might be) We don't have an option to recruit randomly one of two units though that would be neat especially for civs without citizen soldiers like @wowgetoffyourcellphone was trying to achieve. Would avoid the hack and the inconsistent sounds.
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MP Lobby lag in Alpha 23
Stan` replied to coworotel's topic in Game Development & Technical Discussion
Moved. -
It will be fixed soon. Hold on it will soon only be a bad memory
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Indeed I liked the mechanism in AOM where if you captured a cow it would take some time before it would reach it's full potential. They could also turn into their adult counterparts but that needs code.
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Nothing. It's just that I don't know what is the point of having them vs the time it takes to make them
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No I meant the baby animals
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Yeah I think it would be nice but I don't see the point... We don't have any herd behavior.
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I guess making a foal is just a matter of scaling down the horse ? @Alexandermb
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The Kingdom of Kush: A proper introduction [Illustrated]
Stan` replied to Sundiata's topic in Official tasks
Thank you so much- 1.040 replies
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- civ profile
- history
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@Nescio who says I'm an artist ? :p dondont believe the badge it's fake about the horse what is wrong with it I believe there is fauna horse. Or do you want something else ?
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I believe we do have zebu horses and donkeys @Nescio unless you mean recruitable in this case only the zebu is.