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Stan`

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

  1. @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 ?
  2. Well I never skinned prop bones before. But their parent bones were always skinned to something so maybe that's it Glad you got it to work.
  3. 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.
  4. 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
  5. 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
  6. I would remove them from the skeleton and see what happens. Also I can't open this dae on my phone so I can't check the bone names in it.
  7. 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.
  8. 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.
  9. 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
  10. If you look at the new unit meshes blend files they should have those prop bones
  11. 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.
  12. 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.
  13. You could also try to disable glsl and postprocessing.
  14. There is also a python script in the source who generate stats and graphs so you can have a better idea on how units react to each other though the best way is still to try.
  15. The skeleton detection is automatic. So it will look for the one who looks the most like him and use that.
  16. There were some changes mostly about obstruction size. Look at the changelog for more information.
  17. @Itms will probably give you more insight on how to get started with translation. What I can tell you is that you can contribute and that the translation is done on Transifex using po files. Have fun with the game
  18. @Constou Hello and welcome to the forums ! If you could attach the files named in the message your reported it would help us help you. In the meantime if you haven't already make sure you are using A22 which was released yesterday. If that still doesn't work go into the options in the main menu of the game and disable GLSL and post-processing. Else it's something else and we'll need the file to debug it.
  19. Well you could make a tech that upgrades every unit ^^ I'm not sure you can update specific props that way, and we don't handle promotions using variants so I don't think you can do it exactly like you intend and like it was done in other games ie AOM. now as @leper said having the documentation updated would help answering.
  20. Yes you can. You can even do that with units ask @wowgetoffyourcellphone for examples.
  21. Yeah I'll make sure to keep you updated mate. People like easy things. I'll start selling helmets as textures are mine and then sell stuff like buildings for rote to test.
  22. That happened because you likely did a os update on your Mac and those are new securities
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