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Posts
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Everything posted by Stan`
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Flora - Trees · European White Birch · Carob · Generic fir · Baobab · Austrian Black Pine · Nordmann Fir W.I.P. Enrique + Stan · Acacia W.I.P. Enrique · Holly Oak/Oaks W.I.P. Enrique · Aleppo Pine W.I.P. Enrique · Dead Conifer · Maple · Mountain Ash · Pear · Dead Deciduous · Dead Palm · Dead Date Palm · Queen Sago Palm · Pistachio · Pomegranate · Atlantic Cedar · Cedar of Lebanon · Italian Cypress · Maritime Pine · Oleander · Olive · Citron · Fig · Lombardy Poplar · European Larch · White Poplar · Tamarind · Curry (Punjab) · Coral
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[Millenium A.D. Part1] Saxon Architectual Reference Pack
Stan` replied to Le Druide Gaulois's topic in Art dev
Well I didn't but heh -
[Millenium A.D. Part1] Saxon Architectual Reference Pack
Stan` replied to Le Druide Gaulois's topic in Art dev
Strange IIRC saxons did not mix with locals. They would just butcher them and take the land -
What version does it says ? Naukratis, Rhotodactylos, Syllepsis ?
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It has to do with units being damaged. So once we have that, it's going to be easy.
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Is there a way you could save the stream ?
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[Millenium A.D. Part1] Saxon Architectual Reference Pack
Stan` replied to Le Druide Gaulois's topic in Art dev
My bad sent -
Each folder is a game
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[Millenium A.D. Part1] Saxon Architectual Reference Pack
Stan` replied to Le Druide Gaulois's topic in Art dev
We can if you think it's worh it (Part of their culture) EDIT : I'd like to have some refs for swords and spears. Would the celtic sword I made for the 0ad germanics work ? -
You have to select the public mod and save settings and then click continue, but no it shouldn't prompt you the first time, is that an old shortcut ? I have been encountering this as well, atlas basically fails to launch on a19 could you report it on trac ?
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Do you get any messages about missing textures ? The background should be black;
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Well you should have a file called atlas.bat in your game folder. Using notepad add to that file : -mod=nameofyourmodYou might need to create a mod.json for it to load correctly. Here is an example { "name": "han_china", "version": "0.0.19", "label": "0 A.D. Han China", "url": "forum.wildfiregames.com", "description": "Adds the Han dynasty of the Chinese civilization to 0 A.D.", "dependencies": ["0ad>=0.0.19"], "type": "content.civilization"} You will not see the dds file, it's cached in your %LOCALAPPDATA% folder.
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Can we disable it anyway ?
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Made an attempt with ROTE. We need to figure out how to remove the fog effect, because else it will just be a broken new feature. Works nicely in atlas though.
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There is indeed a fixed particle commit might be it. It was there before broken in a16 and fixed in A18
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You need to pass -mod=yourmodname when loading atlas.
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[Millenium A.D. Part1] Saxon Architectual Reference Pack
Stan` replied to Le Druide Gaulois's topic in Art dev
Oh then id need to reamke it.I dropped causr I thought it wasnt better -
Art didnt change much in the last verions tho
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I created a ticket for it. I might do it. #3653
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It was not supposed to be, it's an unrelated project
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Looks gorgeous.
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Funnily enough I used that reference to make the head, but I snapped. I'd say we would go for a standard brown bear, with no particular feature so it can fit every biome. I might want to make a snow bear afterwards too. Yeah and I guess the same applies with the Mandrill you made. In that case I might have to do some retopology. I just can't make it raise on its back legs, it just doesn't look good... It was mirrored before doing the rigging, and vertex groups for obvious reasons, but maybe I'm missing some trick that would have prevented applying the modifier ?
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@Micket, do you have some advice about improvements to the bear mesh itself ? I could probably fix it myself
