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Everything posted by Stan`
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Doesn't change the fact that they are skeletons.
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See :
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@LordGood a lot of time spent placing emptys in blender though X)
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@The Undying Nephalim No. You can add as much civs.json as you like. - Is it possible to make certain land based units able to move into water? Even better, can moving into water trigger certain animations instead of just walking and idling? There are several aquatic races in Hyrule that have the ability to cross deep water, this would be great if it could be done in 0AD. Not sure. You could try to play around with templates. - Similar to the first question, is it also possible to make it so certain units can move through trees or forests? If those units had 0 obstruction it could work but that would mean they might be able to go through other stuff. That's something that could be tried. Is there a stealth mechanic or any way to make units invisible? There is a faction in Hyrule based entirely around hidden and stealth units, which might not translate well into 0AD if there is no way for units to become invisible. Not directly. There was a patch in #3177 that did just that but apparently it was the wrong approach. - I get the impression this is possible, since siege weapons can pack and unpack, but is it possible for a unit to switch forms with a transition animation in between? There are quite a few flying units in Hyrule: Total War, and I'd like to give an ability that allows them to switch between grounded and flying modes. delenda east does just that. You can upgrade entities into others. So with a 0 cost you change land units to flying units.. About anims let me know. What errors do you get ? I wrote a script that generates skeleton files from dae files.
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Just the top ? Or the whole thing with face plus chainmail
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@Lion.Kanzen Which one ?
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Btw I don't see how buildings are graven image. Maybe your quote has a different meaning in my language but it mostly means you won't make statues representing deities. So the structure itself has nothing to do with it. Now consider you have a representation of Jesus in nearly every church and that Saints are worshipped too that sounds a lot like an exception to the rule in real life. Egyptian didn't turn the monuments in Egypt to pieces when most of the population became Muslim either. So I don't see why in a fictional game based on a fictional time period using some historical claims it would cause an issue. But feel free to prove me wrong.
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I fail to see how having temples can "hurt the feelings of believers". If you are please enlighten us on why.
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Desired gameplay(planned) features for A23
Stan` replied to Lion.Kanzen's topic in Gameplay Discussion
@av93 parts of the pathfinder (unitmotion) are getting rewritten. But the patch (D13) needs a lot of side changes that all first need to be committed beforehand. Some of those patches are good some made bugs in our current code appear and some induce regressions. Leper and Itms reviewed some of wraitiis patches but there's quite a way to go. For further info refer to the names I quoted. -
Great thanks for the report.
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Desired gameplay(planned) features for A23
Stan` replied to Lion.Kanzen's topic in Gameplay Discussion
@ArcaneExodus Network support has improved as the game now has a better way to go around firewalls. @fcxSanya or @elexis could probably be more specific. About formations work is being done to make them easier to fix. About the infinite resource stuff it's sounds more like a game mode to me. So not planned but could be done by motivated modders if you can find some -
Sounds good. Looking forward to see what you can do Keep in mind that all three temples will need to have unique features
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I think it's ceased but...
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Yeah it's probably fixed for A22 but if the actor wasn't updated correctly it might suffer from the same bug. So we'd need someone to check if that still happens.
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You can tear it apart and make a new one. You at least have to use one of the textures. If you use two you have to have two objects. For face split it's either because of smoothing groups or maybe he used some kind of mirror modifier.
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===[TASK]=== Greek Unit Texture (General Thread)
Stan` replied to wackyserious's topic in Official tasks
I don't have a report for source files other than my computer ^^ -
Is it always the same type of unit ?
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@Lion.Kanzen This is why he said "I cant post a picture yet" I think.
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Here is the file. It's not the orginal, I'm not sure that file even exists, or it would probably be a 3dsmax format. athen_temple_old.blend
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Yeah please keep us updated / find a way to reproduce.
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You could do athen, spart, and mace, and temples, As you can see they are pretty similar right now. Just make sure to keep dimensions roughly the same, so that it doesn't affect gameplay much, but stays the most accurate.
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Well here is what you could do. A lot of players complain about the similarity of greek buildings in the Athenian, Spartan and Macedonian civilizations, so you could try replace some with new ones ?
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Feel free to ask Here you just have to export tthe mesh to collada format (*.dae) and do some XML work. Player color = alpha transparency of the png file you are using. PNG files have to be power of two (eg. 1024x1024 512x512, etc...) You can work with DDS but we avoid it because the game automatically converts pngs to dds so there is really no need to bother with that format. Indeed you have to unwrap your models, and UVs have to be in the texture bounds, there is no texture tiling AFAIK.
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It looks nice ! Few questions: What do you plan to do with it once it's finished ? If you plan to put it in the game remember that you can't have meshes with more than 32.768 triangles. Else you have to split it. If you want you can use the game textures to make it more realistic either Greek Roman or Seleucids texture atlases Would you be willing to model specific buildings for the game ? Do you have any experience with animation ? I probably have some more questions but this is all I can think about right now. Keep it up.
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===[TASK]=== Greek Unit Texture (General Thread)
Stan` replied to wackyserious's topic in Official tasks
Yes It was here somewhere in page 2