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Everything posted by Stan`
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XMB Files : What are they for ?
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
Yeah, but my question is what the point of caching stuff, if the game doesn't use it, and still needs the original files... -
Best way would be to "ruinify" generic civs temples, but that's another thing.
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Simplifying building/unit system
Stan` replied to av93's topic in Game Development & Technical Discussion
That will get somewhat complex. We already have the {civ} element in templates for inheritance, but what you want to do is add it to the filenames as well. I guess that's doable. Problem : Even if all the houses share the same caracteristics, it's not said they will have the same footprint. -
Sorry only know you have to check into "ps/trunk/source/tools/atlas/" I've never had the time to become familiar with that part of the code. Well it can be worth the effort on a personnal side if that's what you want. Other than that, I don't know many people using atlas on a regular basis. Maybe there are some other tickets you can close before that.
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Well yes you need to tweak the import heightmap function, and you then would need to compile wxwidgets as well as atlas (Passing the command flag -- atlas to the build options IIRC) This ticket could be relevant, though it was just a suggestion ticket http://trac.wildfiregames.com/ticket/3096
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Today I tested something that's been on my mind for quite a long time, I tried to remove XML files from the public.zip as they supposedly cached under XMB files for speed reasons. After doing that the game won't even start not even atlas. Why is it that dae are succesfully stored as PMDs but XMBs seems to fail to be of any use?
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The Big Eyecandy Progress List
Stan` replied to idanwin's topic in Eyecandy, custom projects and misc.
The first one would be really cool if the gate anim while garisonned was fixed =) -
Mapped at the two bottom ones.
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There is one. =)
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What is the current value ?
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@wackyserious I believe you experimented quite a bit with player color. Could you look at the anglo_struct and tell me why the cloth and banner don't work ?
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@niektb What does he do wrong ?
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Simplifying building/unit system
Stan` replied to av93's topic in Game Development & Technical Discussion
Well that's not a bad idea, but I don't see how you'll be able to make civ dependant templates for instance, if you want gaul house to have less population than greek houses. -
Mmmh yeah smoothing groups. I don't have advanced materials enabled so I didn't see that. Alpha channel most likely :/
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Well the clothing is because of the texture, cause it works fine in Blender. About normals can you be more specific ?
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Ah yeah, I only downloaded A20 on my LapbrokenTop and it's version > 0.21 so I guess that's it. Strangely enough it's not the first time I experienced that. Did your color mod get into S.V.N. ? I heard it was better
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[Millenium A.D. Part1] Saxon Architectual Reference Pack
Stan` replied to Le Druide Gaulois's topic in Art dev
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Could not load mesh in game
Stan` replied to wackyserious's topic in Tutorials, references and art help
NICE ! -
That's not something with a high priority, you can work on it as a side task if you have textures to make. For some reason every color is **** up, and so is the anglo saxon texture.
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UV are always a pain. It looks like you managed to do it anyways, congrats !
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Channel screen/intro help with Blender
Stan` replied to Phalanx's topic in Introductions & Off-Topic Discussion
Use a serif font. To make it more greek -
Gonna use it as the market likeon the bottom left reference. I need to edit the cloth to make it like squres and not lines to match the other drawings. I'll start the barracks. Tell me I remember seeinf stuff about missing helmets and props do you remember where it was ? Edit : the CC will have his shields
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