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Everything posted by Stan`
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===[COMMITTED]=== Amphibious animal swimming animation request
Stan` replied to leper's topic in Completed Art Tasks
@Alexandermb with more bones you can make it ondulate more smoothly. But as @wowgetoffyourcellphone said it's not necessary. Especially since that means you'll have to redo every crocodile anims. -
See my last post here https://wildfiregames.com/forum/index.php?/topic/21614-multiplayer-on-lan/&tab=comments#comment-325645
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===[COMMITTED]=== Amphibious animal swimming animation request
Stan` replied to leper's topic in Completed Art Tasks
Thanks ! -
===[COMMITTED]=== Amphibious animal swimming animation request
Stan` replied to leper's topic in Completed Art Tasks
Okay thanks. @Alexandermb Can you smooth the anim a little ? After that no more nitpicking -
At best all the files you modified in a zip file you can upload here. Passive abilities yes active ones not yet
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When everyone is okay with them I'll commit the horses, then we'll see for the riders.
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===[COMMITTED]=== Amphibious animal swimming animation request
Stan` replied to leper's topic in Completed Art Tasks
Ah okay, if no one @Sundiata @wowgetoffyourcellphone have an objection i'll commit it. -
===[COMMITTED]=== Amphibious animal swimming animation request
Stan` replied to leper's topic in Completed Art Tasks
I don't understand lol Maybe it's fine for @leper's usage, I'd need to see it in action. -
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===[COMMITTED]=== Amphibious animal swimming animation request
Stan` replied to leper's topic in Completed Art Tasks
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If you give me a minimal test case I could try to make it work.
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<?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <group> <variant name="Base"> <animations> <animation file="hammerbro/Hammer_Throw.dae" name="Idle" speed="40"/> </animations> <mesh>hammerbro/Hammer.dae</mesh> <textures> <texture file="props/Hammer.png" name="baseTex"/> <texture file="props/Hammer_Bump.png" name="normTex"/> </textures> </variant> </group> <material>player_trans_parallax.xml</material> </actor> @Hello try this instead. Notice I changed the material to make use of the bump. Also note it won't stop turning once it hits the floor.
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Can you show me your actor file ? @Hello And tell me a bit more what you are trying to achieve.
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@Hello I think you should use the Idle animation instead. I meant that you'll have a way to make grenades and stuff like that explode on hit.
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@Hello Yes it's possible to change the topic name. Just click "Edit" on your first post and rename it there. Yes you should be able to add rigs to projectile to animate them, however I fail to see why you would do that ? In the next version you'll have projectile it animations. You need to apply rotation, location and scale, and make sure the mesh is centered in the scene (at (0;0;0))
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@Imarok Then it is and this is indeed the old anims ;D
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If I remember correctly @Enrique slightly tweaked the blender skeleton after @Jos3BV made those making them incompatible. However, I think Enrique did make a seeding animation. (He did in r14993) The file is under binaries\data\mods\public\art\animation\biped Not sure it's compatible with the new unit meshes looking at how old it is.
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Hey @ddb_brutus Welcome to the forums, I guess playing games as observer, watching replays, and asking good players like @Hannibal_Barca could help you
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@elexis Maybe a nice map for the game, if not too similar.
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===[TASK]=== Greek Unit Texture (General Thread)
Stan` replied to wackyserious's topic in Official tasks
@wowgetoffyourcellphone I'll try to have a look. It's hard to extract stuff from your mod sometimes. -
@Phalanx Having some suggestions about the ux wouldn't be that bad
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===[TASK]=== Greek Unit Texture (General Thread)
Stan` replied to wackyserious's topic in Official tasks
@Phalanx It wasn't -
@Phalanx Thanks for sharing Is she interested in contributing ?