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Stan`

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

  1. See my last post here https://wildfiregames.com/forum/index.php?/topic/21614-multiplayer-on-lan/&tab=comments#comment-325645
  2. Okay thanks. @Alexandermb Can you smooth the anim a little ? After that no more nitpicking
  3. At best all the files you modified in a zip file you can upload here. Passive abilities yes active ones not yet
  4. When everyone is okay with them I'll commit the horses, then we'll see for the riders.
  5. Ah okay, if no one @Sundiata @wowgetoffyourcellphone have an objection i'll commit it.
  6. I don't understand lol Maybe it's fine for @leper's usage, I'd need to see it in action.
  7. @Alexandermb Is it just to fast or is there something wrong ? croc_swim.dae
  8. If you give me a minimal test case I could try to make it work.
  9. <?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.
  10. Can you show me your actor file ? @Hello And tell me a bit more what you are trying to achieve.
  11. @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.
  12. @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))
  13. @Imarok Then it is and this is indeed the old anims ;D
  14. Minor ranting : I'll add updating those actors to my list of tasks. It's a good occasion to clean up the actor files.
  15. 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.
  16. 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
  17. @elexis Maybe a nice map for the game, if not too similar.
  18. @wowgetoffyourcellphone I'll try to have a look. It's hard to extract stuff from your mod sometimes.
  19. @Phalanx Having some suggestions about the ux wouldn't be that bad
  20. @Phalanx Thanks for sharing Is she interested in contributing ?
  21. Hey @Hello and welcome to the forums. Thanks for your interest in 0 A.D. modding. If indentation is correct your missing quite a few endtags. You can do <bone></bone> but also <bone /> if there is nothing in between. For instance <bone name="Finger_R" > should either be closed by a <bone/> tag or by being written <bone name="Finger_R"/> If you want I also wrote a script that generates Skeletons files from dae files automatically. https://github.com/StanleySweet/0AD-Skeleton-Generator On a side note I don't think you have to add the prop bones. Happy modding and feel free to ask any questions you might have. EDIT: Added link
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