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Stan`

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Everything posted by Stan`

  1. If they are accurate, they should be put in the game, patches are welcome. Cross references too.
  2. For actors: binaries/data/mods/public/art/actors/structures/{civ}/building_name.xml For prop actors: binaries/data/mods/public/art/actors/props/structures/{civ}/building_name_propname.xml For meshes binaries/data/mods/public/art/meshes/structural/{civ}/building_name.dae For mesh props binaries/data/mods/public/art/meshes/props/structures/{civ}/building_name.dae Though currently it's a complete mess and is in the following folder. binaries/data/mods/public/art/meshes/props/{civ}_building_name.dae For textures for main buildings binaries/data/mods/public/art/textures/skins/structural/{civ}_struct.png
  3. Hey @Garry Joshi See the relevant https://trac.wildfiregames.com/wiki/ReportingErrors and https://trac.wildfiregames.com/wiki/GameDataPaths to help us debug your issue.
  4. What version are you playing ? Capture is by default, you ask units to "attack buildings" and their capture bar will slowly decrease. If you press ctrl + click it will attack instead
  5. You can use Ensure macros. Not sure there is a function to check write permission. (There should be one)
  6. @Rahcul Your paths were wrong for the mesh and the texture <mesh>props/spartan_test.dae</mesh> Instead of : <mesh>props/weapons/spartan_test.dae</mesh> and <texture file="props/prop_test.png" name="baseTex"/> instead of <texture file="props/weapon/prop_test.png" name="baseTex"/>
  7. Okay, so this error is not really explicit. It might means different things A ) Your model has more than one blender materials B ) Your model has edges or vertices that are not par of a face, to solve this in blender, go to face mode, press A to select everything, and press h to hide, then switch to vertice mode and you should see the culprits.
  8. Oh I think I might have confused you sorry. The following actor should do it. <?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>
  9. Can you show me your xml file ? Where did you put your dae file ? In the past we only had dds for textures, now the engine automatically converts png to dds, so we use png for new textures.
  10. @wackyserious @Lion.Kanzen Why do you want to make another rally point banner when there is already one in the game ?
  11. No problem, always nice to see new modders We do not have armors in the main game but I guess they'd go in something like binaries/data/mods/public/art/meshes/props/units/armors/ helmets would go in binaries/data/mods/public/art/meshes/props/units/helmets swords would go into either binaries/data/mods/public/art/meshes/props/units/weapons/ or something like binaries/data/mods/public/art/meshes/props/units/weapons/swords/ Image you have a roman unit prop gladius which is a sword. with no folder the name would be binaries/data/mods/public/art/actors/prop_unit_weapon_sword_rome_gladius.xml With our last naming convention, the file name would simply be : binaries/data/mods/public/art/actors/props/units/weapons/swords/rome_gladius.xml
  12. You can create a new folder. I'm trying to organize the art repository, and that's one thing I'm planning to add after the next release.
  13. I don't know, any reason for only specific types to have those anims ?
  14. @Itms @feneur @Jeru would be the ones to contact I guess, make a pm on this forums.
  15. Yeah it's on my list, having an updated zip with premodifiied variants and actors I could just apply on svn would make it faster to get into public, because i guess you modified it somewhat for DE ?
  16. It looks good to me. I'm committing this as is. See you in the next version. EDIT : Will still check the actors because reasons.
  17. Tell me which dae head mesh should be mirrored for that specific task (I could do it for every but I don't have the time) I'll do it and then bake the texture so that you can work on it
  18. @Rahcul Okay, the mesh won't load unless it's uvmapped. That's one of the requirement.
  19. Can you be more specific than "It did not work" ? Can you upload the actor file here ? Also note you will only be able to see the shield in the editor by switching to actors(all)
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