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Posts
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Everything posted by Stan`
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So the current ones in the game are incorrect, right ?
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I still have textures around in my eyecandy mod. FeXoR said he might look into it. Then there is the grass tutorial Alexandermb sent which might help make some too. I guess they can wait.
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There is no such thing as brush texture so I guess he mean terrain textures.
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---Flags-- Missing rally point banner and garrison flag
Stan` replied to Lion.Kanzen's topic in 1,000 A.D.
For the symbol I do not know. I do not have access to my computer. -
---Flags-- Missing rally point banner and garrison flag
Stan` replied to Lion.Kanzen's topic in 1,000 A.D.
Not sure about Carolingian Didi we go for such a symbol ? About the flags I can't remember where it's set. I think it's templates but I cannot check. -
That last guy look really amerindian to me >< So that civ would be for part II ?
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---Flags-- Missing rally point banner and garrison flag
Stan` replied to Lion.Kanzen's topic in 1,000 A.D.
Looking committable -
Are they also thicker sometimes ?
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@Lion.Kanzen
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@mimo Might be able to help both on pathfinding and on AI
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Attack when moving is #252 and #2577 and being worked on
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Well that means all our daos swords are wrong.
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Because Gameboy ?
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I guess the guy just one post above lions's first question.
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Gotta practice to boost dem skills.
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There shouldn't be any naked characters in the game. If there is please tell me as soon as possible. The only mod featuring partial or complete nudity is Delenda Est.
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And different for the same ? And the converse ? Like in the case we do not break anything in the release.
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Hey @wolflance nice to see you back ! We will definitely try to fix some of those nitpicks before the next Terra Magna release. In case you haven't followed rise of the east is now part of a bigger mod which also includes the Xiongnu faction and the Zapotecs.
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Nice ! I'll check it out. I've been waiting for this for nearly a decade before I found the dev snapshots.
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Well I guess moddb releases don't have to follow the game releases. We had in the past because it was easier but it's not linked.
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@temple submitted a fix for those ( which is a redesign of the territory system) but fixes that.
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Did you have any mods ?
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Mmh Maybe @mimo would know.
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I'm not a fan of the current texture. It's missing something Keep it up.
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Since our game has a strange way of recognizing skeletons that can be a very time consuming to process. This is why in some cases we have to prefix our skeletons with the object's name. For instance the armature from a boar should be named "Boar_Armature". This will avoid problems in the future. Same for the bones e.g. "Base" would become "Boar_Base" the only things you wouldn't want to rename would be prop points. You don't have to rename every bone, the root is enough, but it's better to start on a good foot. Step 1 : Bone Renaming We will use the following blend file -> boar-10.blend Let's assume you want to rename the root bone that's also called "BoarArmature" to "Boar_Base" in every animation you have in the blend file you'll get this: Note: The following only applies to every other animations, not the current one. The current one will update just fine. So make sure to update bone names with the animation using the most of them. Also, if you need to remove bones do it now. It will save you time. Blender won't know anymore to what bone you want to rig to what. So they will appear underlined in red. To Fix this you'll have to double click on each of the lines for each of the bones, and replace the occurrences of "BoarArmature" to "Boar_Base" Important: Bone names are case sensitive. You'll have to repeat the renaming for every action in the scene. This can be time consuming You will now be able to reexport your model correctly, add new bones. Step 2 : Skeleton generation Now that you have fixed your mesh in blender you need to get it ready for the game. For that you'll need to update the skeleton file. To do this you still have the tedious option of doing it manually or you can use my script. To use this script you'll need to install python Export the model you want to generate the skeleton for as DAE. Put it in the input folder Then open a command line and run python skeleton_generator.py VoilĂ ! You now have a XML file ready for the game that you can put in: binaries/data/mods/{yourmod}/art/skeletons/ Don't forget to delete the old skeleton file.