-
Posts
17.471 -
Joined
-
Last visited
-
Days Won
552
Everything posted by Stan`
-
===[COMMITTED]=== New animations for fishermen
Stan` replied to Stan`'s topic in Completed Art Tasks
As you wish / is the easiest -
Hey @Amazigh Thanks for the files I'll have a look. In the meantime you can try disabling glsl and postprocessing in the options
-
Can you attack the files given in the message ?
-
===[TASK]=== Kushite Units, Unit Textures, and Unit Props
Stan` replied to wowgetoffyourcellphone's topic in Official tasks
Actually it's a filter in gimp like the blur one. Photoshop not sure but I think it's a layer effect.- 529 replies
-
- 1
-
- delenda est
- terra magna
-
(and 3 more)
Tagged with:
-
===[TASK]=== Kushite Units, Unit Textures, and Unit Props
Stan` replied to wowgetoffyourcellphone's topic in Official tasks
You guys know gimp and Photoshop have built-in stuff from drop shadows- 529 replies
-
- 1
-
- delenda est
- terra magna
-
(and 3 more)
Tagged with:
-
===[TASK]=== Kushite Units, Unit Textures, and Unit Props
Stan` replied to wowgetoffyourcellphone's topic in Official tasks
yeah (emphasis) maybe grayish so it feels more like metal- 529 replies
-
- delenda est
- terra magna
-
(and 3 more)
Tagged with:
-
===[TASK]=== Kushite Units, Unit Textures, and Unit Props
Stan` replied to wowgetoffyourcellphone's topic in Official tasks
Feels... blurry.- 529 replies
-
- 1
-
- delenda est
- terra magna
-
(and 3 more)
Tagged with:
-
===[COMMITTED]=== Horse winged peytrals and new saddles by Enrique
Stan` replied to Stan`'s topic in Completed Art Tasks
@Alexandermb Do you have an updated zip with the full blanket ? Also enable parallax, and can you use the new peytral textures ? Some variants to avoid duplicaton would be nice -
Looking good but I'm not sure we should continue to add single textures props.
-
===[COMMITTED]=== New animations for fishermen
Stan` replied to Stan`'s topic in Completed Art Tasks
@Alexandermb Sail : Looks really good. Do you think you can fold it ? Net : The drop is a bit weird, I think it should be faster, and the anims is off sync I think. If you fix this it'll be perfect. -
All the units should be the same size.
-
===[COMMITTED]=== Update Camel Units
Stan` replied to wowgetoffyourcellphone's topic in Completed Art Tasks
You could add hears- 162 replies
-
- 1
-
- animations
- modeling
-
(and 1 more)
Tagged with:
-
@elexis What are the specs of the computers you are using ?
-
I still have those icons I didn't commit them because it wasn't obvious to me if they were DE or Vanilla units, maybe some fix the above @Nescio
-
It's gonna be c++ I can't access the tickets right now for some reason but I'll add the reference soon. One of the main issues is you are gonna have to serialize terrain. Edit : seems to be fixed here is the ticket https://trac.wildfiregames.com/ticket/2264
-
Then try using an Ethernet cable maybe ? If your WiFi is bad it won't work well
-
@wowgetoffyourcellphone Thanks for reporting.
-
If you are on the same network, use the direct IP connect, not the lobby.
-
There is a LaTeX Python generated manual I worked on some time ago. Unfortunately since the templates schema changed a lot since then the values might be off.
-
===[TASK]=== Kushite Units, Unit Textures, and Unit Props
Stan` replied to wowgetoffyourcellphone's topic in Official tasks
I can't work much today got a whole day presentation. That's the finals.- 529 replies
-
- 1
-
- delenda est
- terra magna
-
(and 3 more)
Tagged with:
-
===[TASK]=== Kushite Units, Unit Textures, and Unit Props
Stan` replied to wowgetoffyourcellphone's topic in Official tasks
Doing it in Blender you can paint in there.- 529 replies
-
- delenda est
- terra magna
-
(and 3 more)
Tagged with:
-
Currently you cannot make walkable meshes. You can make props adapt to terrain like what fields, and certain things blocking (ie walls) like it's done for gate, but if you make the slope in 3D units will go through and not follow the shape. There is currently no way to deform terrain after placing a building. It was planned at some point and there is a trac ticket for it, but I don't know what the current plan is.
-
Related to sound. Did you disable your sound ? > pyrogenesis.exe!snd_detect() Line 65 C++ Symbols loaded. pyrogenesis.exe!WriteSystemInfo() Line 87 C++ Symbols loaded. pyrogenesis.exe!InitGraphics(const CmdLineArgs & args, int flags) Line 1041 C++ Symbols loaded. pyrogenesis.exe!RunGameOrAtlas(int argc, const char * * argv) Line 579 C++ Symbols loaded. pyrogenesis.exe!SDL_main(int argc, char * * argv) Line 623 C++ Symbols loaded. pyrogenesis.exe!main_utf8(int argc, char * * argv) Line 126 C Symbols loaded. pyrogenesis.exe!wmain(int argc, unsigned short * * wargv, unsigned short * wenvp) Line 151 C Symbols loaded. [External Code] Annotated Frame pyrogenesis.exe!CallStartupWithinTryBlock() Line 364 C++ Symbols loaded. kernel32.dll!7575efac() Unknown No symbols loaded. [Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll] Annotated Frame
-
===[TASK]=== Kushite Units, Unit Textures, and Unit Props
Stan` replied to wowgetoffyourcellphone's topic in Official tasks
Just download this mesh -> https://github.com/0ADMods/kushites/blob/master/art/meshes/props/helmet/kush_skull_cap.dae- 529 replies
-
- 1
-
- delenda est
- terra magna
-
(and 3 more)
Tagged with:
-
<?xml version="1.0" encoding="UTF-8"?> <actor version="1"> <castshadow/> <group> <variant frequency="1" name="Laconic Sword"> <mesh>props/weapons/spartan_test.dae</mesh> <textures> <texture file="props/weapon/prop_test.png" name="baseTex"/> </textures> </variant> </group> <material>basic_trans.xml</material> </actor> Yeah just like this example you can have no props.