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Everything posted by Stan`
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This is for next alpha hopefully, code is here see #3177
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Lordgood lovs blue roofd and apparent stones in the corners
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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.
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Hey nice ! Do you have the reference by any chance ?
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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
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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.
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Because you need to update workspaces passing --atlas in update workspaces.bat, then you need to compile the game.
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You see it took 10month Ben wasn't lying when he said it would take time. Some were commited in r17280
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Skeleton file. Should be fine. zebu.xml
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Pig3.7z - Improve texture space a bit. - Add Riggins - Add the boar anims - Improved death anim
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'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:)
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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.
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Enrique, might want to include it too ?
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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 ?
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I can make you a big screenshot. lemme see
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Well if you happen to have any assets we could use I just went with the carolingians as the franks had even lesser buildings
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Ah right sorry
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What difference do you make between champion and general Else i think its the way to go
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Added a death variation and two Idles. I'm too tired to make gifs right now. Zebu12.zip
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Just tweak it a bit
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I'm probably going to see an exhibition in Dublin about Vikings, I'll hold you updated
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- millenium a.d.
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