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Stan`

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

  1. 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
  2. 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.
  3. Because you need to update workspaces passing --atlas in update workspaces.bat, then you need to compile the game.
  4. You see it took 10month Ben wasn't lying when he said it would take time. Some were commited in r17280
  5. Skeleton file. Should be fine. zebu.xml
  6. Pig3.7z - Improve texture space a bit. - Add Riggins - Add the boar anims - Improved death anim
  7. 'Only' lol Well I really want to have that, there is a ticket about being able to upgrade buildings into others, ie, to a new state, and we could use it to make the wood castle turn to stone:)
  8. Too bad you can't release it. But looking at the number of polys, we wouldn't be able to use it anyways. Why is it so high poly ? I have this for now: I used some google references such as This one maybe better for 0 A.D. Probably going to make special palissade walls and doors for the carolingians.
  9. Enrique, might want to include it too ?
  10. Maybe is a bit up on his feet. I think if he was to walk with his nose close to the ground it would be to sense something, so his body would be closer to the ground too. Looks nice tho. EDIT : How do you make the background ? Is it some sort of curved plane ?
  11. I can make you a big screenshot. lemme see
  12. Well if you happen to have any assets we could use I just went with the carolingians as the franks had even lesser buildings
  13. What difference do you make between champion and general Else i think its the way to go
  14. Added a death variation and two Idles. I'm too tired to make gifs right now. Zebu12.zip
  15. Stan`

    Faction: Norse

    I'm probably going to see an exhibition in Dublin about Vikings, I'll hold you updated
  16. I made some new meshes to replace the old ones, basically pine1 to 15 should be replaced, but I don't have the time to make them all. tree_pine are fine except for tree_pine02 Attached the blendfile & the exported files Fir1.zip meshes.zip
  17. Bumping this thread as we could use the one above, and here some other icons. I added the some effects to make the look consistent
  18. Well Stamina is ready to be included and camouflaging is just me rebasing it so it leaves charge to karamel
  19. You could average the gathering rates ?
  20. I guess if the food print stays the same. selecting the trunk would do. We could also make the trunk sink to the ground .
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