About arrows I'm not sure I think it has to do with decay time but I don't know where it's defined.
About props offsets just offset the prop in blender and apply transforms, so that pivot point is at origin.
You can't do it in XML AFAIK.
@LordGood I plan to make some for my thracian faction, once I have remade a texture pack from scratch, (for learning purposes), but I'm pretty sure I'll lack the knowledge about those (scaffolds) so I want to see how you do it on a greek civ
My bad then I thought you tried to have 0ad in google summer of code :/ /Offtopic.
EDIT : @LordGood I had a look at it. It doesn't seem feasible.If there is litterally anything we use in our meshes that is CC-BY-SA 3.0 when we put it on the marketplace it should be CC-BY-SA. And that can't work because Unity states that the end user has every right he wants on the model, which means he won't give attribution and it won't share it alike hereby breaking the license. Sad news for me I guess :/ @feneur
@balduin I think @elexis attempted Google summer of code and it didn't work, the other thing you proposed unless I pretend to be someone else doesn't work either.
I can't open a patreon because I don't have a steady supply of models and to Kickstarter you need a good project
I'm not sure why they would have been better ways though ?
Can't say. Sadly there isn't much I can do to help you.
I can only say this though : the more you play the easier it will be to distinguish your units. At first it'll be a messy and then it'll be your mess.
Hope you'll still have fun with the game and if you are bored feel free to try out gameplay mods and content mods. You'll find more in the modding section of this forum.
I have to to know sorry.
Things to try
-> Add props to skeleton
-> Try prop- instead of prop_
-> Check if you don't have two skeleton files messing with each other
-> Check if you reexported every anims. Maybe something is still cached and messing up. Unlikely.
-> Try with a simple armature to see if something is weird.
-> Recheck bone names match with actors.
-> Leave Stan a few hours sleep so he can try tomorrow
Good luck.
If you find make sure to report it here. Anims are the only annoying part of the engine.
Maybe we should have better error messages. @vladislavbelov
Okay I think I know what's going on.
Can you try to rename the props without the bone_ prefix ? I think the game is somehow getting confused by the names.
Edit: don't forget to edit the XML actor accordingly
Sure.
https://trac.wildfiregames.com/browser/ps/trunk/source/tools/templatesanalyzer
I'm not sure its mod compatible. Pretty sure it isn't actually but I don't have time to fix it right now.
They do not need to be in the skeleton file as far as I know.
When you say that they don't work do you mean the game does not see them or that the results you get are weird ?
So the bones are named like prop_Lhand or prop_bone_Lhand?
Are you sure you did not make a typo in the case of the XML file ? Like prop_bone_LHand or prop_bone_lhand.
Mmh not necessarily just add them as child of current bones and make them inherit transforms.
Sorry IRC is not the best thing on my phone
I wrote an android app to read the logs though
He meant that people usually zoom in or out to see what's going on.
I think what he means is that you'll see more easily your units if they are in formation.
About visibility the tab key can help you see your units in battle
Also double clicking on a unit selects related units so that might help too.
Technically speaking they are not.
Skirmish maps are mostly handmade, but one can import an height map to make it faster.
Random maps have a pregenerated height map in the code and the rest is procedurally generated by Is code.
@FeXoR is more knowledgeable.