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Stan`

0 A.D. Project Leader
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Everything posted by Stan`

  1. @Alexandermb It could be nice if you could provide a post with little gifs of every animation. As a reference you can see what @Jos3BV did. See : That would allow you to showcase your work and it could even be used for promotional stuff. And non modders / non blender people could see them as well
  2. @Tomcelmare it's planned I just need some time. But you'll have it for A23. Also I need to review every actor.
  3. The problem is not getting balance feedback. The number of mods changing balance prove that. The issue is having someone taking the decision while keeping in mind changes to the game engine. Until we are in beta stage some new features can break totally the game balancing like capturing did. So it makes not much sense to balance Ana ever-changing game. Once those features are settled itll make more sense and it will be easier.
  4. @wowgetoffyourcellphone I have a few things to do before committing this so this should leave @Alexandermb the time to fix them. 3. I'd rather wait for them to be fixed. 4. Make a thread and hit me up with references 5. I'd like to wait for those too. 7. That'd be nice to be fixed, can you be more specific ? 8. I think that's because of the recent commits
  5. @wowgetoffyourcellphone Yeah probably.
  6. @Alexandermb I'll commit it when I'm done with the chariot. I have weird bone rotation when I export with Blender 2.79. @Leyto Yes it's possible @enrique did it for his horses, Unfortunately the blend files haven't come so far.
  7. @wowgetoffyourcellphone If you want to help me I'd be happy. I was thinking to write a script to make mod update easier , I don't think I'll have the time though.
  8. @Alexandermb Can you bend the legs a bit on a second variation ? I'll mirror this one for variety too.
  9. Well that was quick lol I'll look at it tomorrow. @LordGood Thoughts ?
  10. What i mean is I don't have the details And I'm too short in time to look for them
  11. @Alexandermb Here are the files it's only missing the death anim, and the one currently in the blend is so lame I won't display it lol. Zebu-Stash.zip Zebu17.blend
  12. @The Undying Nephalim Yeah sorry I can't dive much into details else I'd probably have given you a patch that does what you want for the game Maybe @s0600204 would be able to help you though.
  13. @leper If you still feel like it you can implement amphibious animals using the Croc_swim.dae anim. @Alexandermb Thanks a lot. would you help me by making that zebu death animation ?
  14. @Hello Looking at the code again, I don't think it's actually possible to do anything like this. Maybe @Mate-86, @wraitii will be able to confirm the fact that you can't set an animation on projectiles while they fly. Sorry for the disappointment. Nice models by the way.
  15. See the wall builder.js code in this patch https://code.wildfiregames.com/D900
  16. @Alexandermb Let me know if you manage to do something, I believe they could be pretty useful. I think the anim you sent me is broken, it's a bit bouncy on certain parts.
  17. @Itms Hey thanks for your interest in the game ! Have you tried going through transifex ? We pull our translations from there.
  18. Hello and welcome to the forums ! Glad you like the game. I think it was first because nobody implemented it and also because there would be chaos in games were players constantly change the settings as that would reset the ready buttons. That was before the kick options though.
  19. @Alexandermb before I check did you take @Sundiata's feedback into account ? Also any reason why you bake the wole animation ? Have a look at the smooth keyframes option in the curve panel it's useful. I wonder if you could use a curve for the mesh to follow.
  20. Well I guess start looking at where those are used. Then a sane implementation IMHO would be to put those new resources in civ.json files, and parse them to do stuff afterwards. I believe @elexis has somewhat unified the json parsing functions so that should be easier.
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