Jump to content

Stan`

0 A.D. Project Leader
  • Posts

    18.075
  • Joined

  • Last visited

  • Days Won

    587

Everything posted by Stan`

  1. It actually depends on wether the decal is flat or has some polys.
  2. I'm afraid that without coding, the worst case you have will be how it is... Here is how it works : <?xml version="1.0" encoding="utf-8"?><actor version="1"> <castshadow/> <group> <variant name="Base"> <mesh>structural/mesh.dae</mesh> <textures> <texture file="campaigns/structures/mesh.png" name="baseTex"/> <texture file="campaigns/structures/mesh_spec.png" name="specTex"/> </textures> </variant> </group> <material>basic_glow.xml</material></actor>
  3. Normally it's base tex for everything If you load basic_trans, player_trans basic_glow you'll have the base tex if it's player_trans_parallax_spec you'll need a base tex a normTex and a specTex if it's player_trans_ao_parallax_spec you' ll have to add an ao tex and one uv to your model. Also to see spec ao and parallax you have to manually enable some options. Also i forgot you can use pngs the game auto caches them. (You are using dds AFAik) What modifier do you apply to your object to rig it ?
  4. We can add new capes yes, How should they be ? BTW desert rock is better.
  5. There is a glow material, not sure what it does though. If you don't know what I'm talking about it's the line <material>basic.glow.xml</material> It seems that when you export only animated meshes are broken, is that correct ? Until we find a proper solution I could help you fix them
  6. Mmmh what are your exporting options in maya ? also which type of modifier do you use ? (Skin ... etc ?
  7. You can try that one http://sourceforge.net/projects/colladamaya/
  8. There is a great chance 0ad A18 will be released this week though
  9. It's a plugin You can find collada maya on the internet though
  10. Sorry for the delay... I tried to figure out what was wrong with your meshes but couldn't , I guess something isn't right in the export. I reexported both of the models and that fixed the error. What version of Maya are you using ? It exports in 1.4.0 collada, while blender exports in 1.4.1 which is the latest. If you can I'd suggest your go for the latest maya version. The skeleton file was wrong, You didn't have the right names for what I could see you have joint1 --joint2 while you used joint2 --joint1 and something with a controller. I attached the fixed files Wormhole.zip
  11. Let the cider flow and the minoans prosper ! =D
  12. Cheers What do poneys drink ?
  13. It's commited check the buildings out in actors (all) in Atlas
  14. Great news, if you don't have the time, just upload the art files we'll take care of the rest
  15. Sure EDIT : I'll upload them asap
  16. Try the alt+click selection You need to make templates for objects in order to be selected normally
  17. lion I guess you'll have to buy it before that
  18. Considering it's not a finished game you can expect some changes to the gameplay. So it will mostly be the gameplay from AOE/Empire Earth + the fighting of total war, + specific things that will not be common to any RTS. Another good thing for you would be to watch 0ad videos, there is a video thread on the forums.
×
×
  • Create New...