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Stan`

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Everything posted by Stan`

  1. Funnily enough I used that reference to make the head, but I snapped. I'd say we would go for a standard brown bear, with no particular feature so it can fit every biome. I might want to make a snow bear afterwards too. Yeah and I guess the same applies with the Mandrill you made. In that case I might have to do some retopology. I just can't make it raise on its back legs, it just doesn't look good... It was mirrored before doing the rigging, and vertex groups for obvious reasons, but maybe I'm missing some trick that would have prevented applying the modifier ?
  2. @Micket, do you have some advice about improvements to the bear mesh itself ? I could probably fix it myself
  3. Can you show me what you mean ? I might have misunderstood.
  4. Yes you could theoritically scale everything to be much much smaller.
  5. It's not likely to happen soon, as it is not Age Of Mythology or Age of Empires. Plus doing new armors for the 150+ units of the game requires time, and nobody is willing to dedicate right now.
  6. In this case this is not implemented. Units gets promoted over time though, and their promotion usually have a better armor.
  7. Nice Maybe looking at skeletons would help ? What is your next animal ? =D
  8. See also: http://wildfiregames.com/forum/index.php?showtopic=20210#entry311338
  9. The best thing to do IMHO is the following. - Import Head from files (It will have the correct position) you can find them in props head_new folder or something like this. Else you can use dude_head.dae. - Scale your helmet - Done !
  10. Well it already has, and improving it is what this ticket is about so...
  11. Oh didn't know that. Nice ! Would be better to use markets as waypoints with an improved situation.
  12. Stan`

    Can't open rc

    Mmmh maybe a mod issue ?
  13. This is for next alpha hopefully, code is here see #3177
  14. Lordgood lovs blue roofd and apparent stones in the corners
  15. One comment about the patch style itself, we use tabs not spaces About the submission to trac, you can submit diffs directly we have a viewer for it. I can't really see the difference between with and without the patch, so it might be more subtle than I expected. With Without
  16. I have a thought linked to a patch on trac. http://trac.wildfiregames.com/ticket/3424 'Clean up of Looter.JS' (Already reviewed by fcxSanya) http://trac.wildfiregames.com/ticket/2732 'Loot resources that killed enemies carried' Using this, and the fact merchants carry resources from market, we could use cavalry to raid traders, and get part of the resources they carry. Another thought. It would be nice to be able to use multiple markets in the tradeline if it was to stay as it is. For now, if you have to go from A to B the traders won't avoid dangerous areas, making trading impossible sometimes. If we could use multiple markets as way points that problem would be gone.
  17. Hey nice ! Do you have the reference by any chance ?
  18. Oh then we misunderstood sorry bout that. Every 3D building comes under the form of Dae file that you can open in blender. My idea was that you would open the map editor make a scene with gaul buildings send an image of it. I would then place the buildings in the same order in a 3D program and render a 4K image for you to use
  19. Q1: If you imported the mesh from the game you might run into trouble when reexporting. Id suggest using the new units meshes provided in the new units thread in the anouncement cause they will be future proof and you will be able to edit them as you wish Q2 DO NOT scale objects this messes up rigging and animation. Also when importing make sure to use the import units option in blender. Q3 Aomap can't be used for animated meshes. Spec map isn't that hard to do but is not required. Bump map will only be visible if you have gpu skinning enabled and material quality set to 10.0 As of tofay yoi have to edit the user.cfg file to modify this. Q4 you have to manually arrange them or bake the texture to another clean uv layout. Q5 No. Q6 yes you can. Q7 Make sure pyrogenesis is not running in the background sometimes Atlas doesnt close properly. Hope it helps keep it up.
  20. Because you need to update workspaces passing --atlas in update workspaces.bat, then you need to compile the game.
  21. You see it took 10month Ben wasn't lying when he said it would take time. Some were commited in r17280
  22. Skeleton file. Should be fine. zebu.xml
  23. Pig3.7z - Improve texture space a bit. - Add Riggins - Add the boar anims - Improved death anim
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