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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
My bad, I had 7-zip open which would prevent the game from starting (windows and lack of support multiple usages on the same file). So the XML can be removed. see this ticket -
Something cool would be to import/export 3dmeshes as heightmaps.
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Its going to replace the faul tavern in game See first post =)
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Here you go templates actors everything (The first guy who says I'm not nice enough gets punched :P) You just have to copy paste the public folder. Don't forget to delete the remaining tavern actors, and, If you can, edit the celt struct so that the cardigan cloth is player color. (Don't have any DDS editor that doesn't screw up everything) Gaul_Tavern.zip No advanced graphics tho.
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Prop Points Prop Name Prop Type Prop Point Texture celt_tavern_shield1 Drop Prop shield1 celt_props_new.dds celt_tavern_shield2 Drop Prop shield2 celt_props_new.dds celt_tavern_shield3 Drop Prop shield3 celt_props_new.dds celt_tavern_shield4 Standard root celt_props_new.dds celt_tavern_table Drop Prop table Celt_struct celt_tavern_table_eyecandy Standard root of table celt_props_new.dds celt_tavern_bucket_food Drop Prop bucket_food Celt_struct celt_tavern_bucket_water Drop Prop bucket_water Celt_struct celt_tavern_barrel1 Drop Prop barrel1 Celt_struct celt_tavern_barrel2 Drop Prop barrel2 Celt_struct Horse Drop Prop horse /\ Curved Smoke (Included in Zip) Standard smoke /\ Projectile (If Applicable) Standard projectile /\ Blendfile + AO attached =) Gaul_Tavern.zip
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Update Added Some Props Added Wood ! Fixed the Roof UV a bit Removed the Heads on per @WhiteTreePaladin's request Added more contrast
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Some time ago I stumbled against the old model of the tavern for the gauls last updated by Enrique and something was bugging me. I decided to make something that looks more like a tavern IMHO. What do you guys think ? I uploaded a render using the same settings for the old one. For some reason the dds transparency was messed up so I had to tweak it somewhat to make it show player color.
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You can ask I'll see what I can do.
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XMB Files : What are they for ?
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
Ah right forgot if I asked @leper @elexis or @Ykkrosh by the time I was active on IRC. Will try to drop by if I have the time. -
XMB Files : What are they for ?
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
@sanderd17 Do you think that deserves a ticket ? -
XMB Files : What are they for ?
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
Ah you're right forgot to check that. -
XMB Files : What are they for ?
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
Then there is no point of including them in public.zip ^^ That makes the zip heavier for no reason ^^ -
Yeah I guesz you can. You might want to post it here before so you can get feedback =)
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Commited the updated stables.
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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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Great ! Can you commit it
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I'll tell him
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We lost the tissue and banner details...
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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 =)