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Stan`

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

  1. Else you could use Roman roofs ? I showed you new tiles I was making on IRC too if you want them
  2. 1) It’s possible, but it hasn’t been coded I think. 2) Corpses are by default made unelectable, but I think that might be overridable. Not sure if C++ or simple template editing 3) Not yet, there are tickets about it but it hasn’t been implemented yet. 4) It’s doable but not implemented. 5) Same codable adding a component such as stunnable, which adds a particle effect to the unit, and set their move speed to 0 or trigger a flag that would prevent them for moving. 6) Yes, just add a particle props, see the blacksmith building for instance. 7) Yeah, there is a tech that does that, you could auto research it. 8) It has been done for capturing, so it would have been somewhat an extent of that, then again it’s not natively supported 9) I’m not sure but I think towers can do that not the bouncing though 10) Adding new resources is possible, Wowgetoffyourcellphone, and MuteLovestone did it. Restricting it to civs, I don’t know 11) You can define the range of the attacks 12) You’d have to add a new component for dodging. Maybe an aura could do the trick but I’m not sure 13) See current implementation of temple auras 14) If you set the aura radius to be the size of the territory it could work, but won’t be precise 15) You can only add decals to buildings (as props), so if it is big enough, it could do what you want. 16) You need an extra js component to do that. 17) Not yet, but there is a patch 18) This would require change to how capturing works but it could be done 19) This requires changes to the pathfinder, I’m not sure it can be done as is 20) I’m not sure. 21) This is planned, not sure the ticket has been issued 22) Same as being dealt damage when attacking special unit, it has to be in attack.js, or in another component 23) Tweaking a component could do the trick, and it could be mutualized with the spawn unit on death. 24) Might work by adding resources to a building, but I’m pretty sure that isn’t that easy 25) Needs a new component, but it could be done 26) I think you could set a building to ignore trees obstruction, but I think that requires pathfinder changes. 27) No I don’t think it’s implemented. There is a patch for multiple attacks somewhere, you could also make your unit upgrade to a new one that casts fireballs and then somehow on the first attack make it upgrade back. Nice way would be to add another type of attack 28) Would maybe work with a special component, not sure. 29) Every debuff can be achieved through auras 30) 31) Needs change to the attack.js file 32) Not sure, but I guess that’s related to 28 33) Could be done but it’s not implemented. Adding repairable to a unit, and making it so it collapses from let say 10% of the health, could work 34) That’s the purpose of ticket #2577 which I was never able to finish.
  3. Nice one weird thing though the end of the roof tiles look weird for some reason @LordGood
  4. No they don't have to be skinned. To see how you have to place your weapon just import one from the game. Yes you can animate pretty much everything. There are animated capes in 0ad.
  5. Glad it works. @vladislavbelov will also add blender support
  6. Which of the civs is the darkest ? Also would be really cool to have a Poseidon statue. Could be used by delenda east too.
  7. If you can't because your card isn't supported anymore by AMD just try disabling GLSL and postprocessing.
  8. Oh thanks I thought they were commited. EDIT : FIXED
  9. What I found the best way to preserve alpha in GIMP is as soon as you open a file with transparency, whether it's a png or a dds, is to separate the alpha map and use it as mask (Click add mask on the layer, and select "alpha layer of the channel or something similar) I don't think they were normal mapped, or at least I think that if they were, the normal map was generated from the diffuse, so its details are still there. Well you have space for banners if needed, maybe tents or something so that their future market have something nice. Maybe one shield or two ? It'd be nice to update the jars paintings, maybe there are some that might be more spartan ?
  10. @Strannik It's done You can check out the script on the github repository
  11. @LordGood Just ask me, I'll be happy to help. So what's your plan ? Remaking the whole civilization ?
  12. Here is the deal I'm going to do it no matter what, in the meantime you'll start animating some of micket models of your choosing So it's a win win
  13. You apply the patch in the Phabricator ticket. will be fixed in A23
  14. Any prefered format ? Collada, fbx, obj, stl, 3ds ?
  15. Small question, do you need only the mesh, an isometric capture of the mesh, mesh + textures ?
  16. I tested my script against strannik model and it worked. So you should be able to use it for everything. If you want I can make it so that the script looks for dae files in the current folder and create as much skeletons as needed.
  17. I have a whole mod for that. It's called the eye candy mode and there are new textures and a bunch of new props. New nature elements etc.
  18. @Strannik It works for me but it doesn't seem to work for @The Undying Nephalim see his post he edited it.
  19. @Strannik apparently it doesn't Works for me though.
  20. @LordGood Orientation shouldn't matter as it's specified in the dae file and since the game used to play with max I think it can handle it. About materials, sometimes it work sometimes it doesn't.I think it stops to work when there are two materials on the mesh. @The Undying Nephalim can you try the following skeleton file ? bone_pelvis.xml
  21. If you imported it in blender, that's because blender added it, if you open the dae file, there is no reference to armature... So I guess, I'll have to tweak my script a little for fbx collada.
  22. @The Undying Nephalim for some reason, it is one tag higher in xml and it's recognized as the skeleton name... Can you create a parent bone for it to test if my theory is correct ? so base_bone > bone_pelvis > rest of the bones.
  23. Okay, so I'm not sure at all, but all my working skeletons file have a root bone, from which everything is a child. for instance here is my goat model's script
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