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Stan`

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

  1. So mostly the same tools as they are already in game
  2. Could have a nice variation once joshua3BV makes the anims. Do you have any tools references ?
  3. As reported here : http://trac.wildfiregames.com/ticket/1437 A fishing animation of a unit would help to make a design decision on the ticket. If you can try to make that anim too Also you can make a fishing rod and rig it to make it even more realistic. In the design doc this anim is missing (Enrique made it some time ago), And those too : - Double Rowing - Simple Rowing - Boat Fishing - Land Fishing. Example (using current in game anims) :
  4. That peasant will break her back carrying that meat loaf ^^
  5. You can count on me for that Regards Ticketman aka Stan
  6. They already have an intro here But upload it somewhere, who knows it might be useful.
  7. Well if it gets uploaded here : https://github.com/0ADMods we may be able to maintain it
  8. I don't understand something. If the bag of seeds is carriable on the back why is she holding it ? She should have her arms like this maybe : I can't wait to see how they will look with this little hat on their head
  9. It isn't doing everything anymore (ie particles see :http://trac.wildfiregames.com/ticket/1590) However Trompetin17 plans to add it back into Atlas when more important stuff will have been done. It is usable in binaries/system/actoreditor.exe. Broken on mac for now.
  10. It is unfortunately they don't swith correctly sometimes. Left clicking on the desktop you should have an option to configure switchable, setting an application to high performance will make sure it is run by the good GPU.
  11. IMO the idle is a bit too idle. She could look right left, scratch her hair etc. Why did you change the dress btw ?
  12. Depends on the file. If you are more specific on what you need, I will help you.
  13. Not as long as you have the C4D license (Which you do of course since if not you wouldn't be able to run it !)
  14. Most of the team is using Blender (Mainly because it's open source) That's why everything was done on blender
  15. Not likely. However he can still provide the C4D files when he will be done
  16. No that's not how it works. Each anim should be stored in 0AD\binaries\data\mods\public\art\animation\biped\new In the actor.xml (in art\actors\hellenes\newunit_fem.Xml) In that file <animations> <animation file="biped/new/fem_idle_long.dae" name="Idle" speed="100"/> <animation file="biped/new/fem_idle_short.dae" name="Idle" speed="100"/> </animations>you should add for each animation file a line here. The names are Idle,Walk,Run,carry_meat,attack_ranged,attack_slaughter,death etc. Tweaking the speed will change the animation speed. To make it a playable unit, you'll have to create a template for it. EDIT : I attached the file you have to put it in data/mods/public/simulation/templates/units/ New_Female_Test.xml
  17. I released everything as an OSP https://github.com/0ADMods/eyecandy Feel free to use it !
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