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Posts
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Posts posted by Stan`
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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 =)
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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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@sanderd17 Do you think that deserves a ticket ?
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Ah you're right forgot to check that.
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Then there is no point of including them in public.zip ^^ That makes the zip heavier for no reason ^^
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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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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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Yeah, but my question is what the point of caching stuff, if the game doesn't use it, and still needs the original files...
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Best way would be to "ruinify" generic civs temples, but that's another thing.
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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.-
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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. -
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 -
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? -
The first one would be really cool if the gate anim while garisonned was fixed =)
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Mapped at the two bottom ones.
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There is one. =)
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What is the current value ?

===[COMMITED]=== New Inn for the Gauls
in Completed Art Tasks
Posted · Edited by stanislas69
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.