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Stan`

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

  1. mmmh not sure what you mean with trim About han xin I saw it that way on some drawing so i thought it should be on that side. îll fix it.
  2. UVs are fine on that model, be warned though, you have duplicated one time too much the rear engine... Could you provide your XMLs file ? Here if you don't care by PM if you want to keep them private. Some suggestions on the model. As wraiti said you should really split polygons If you need anything tell me
  3. Your link doesn't work anymore unfortunately, if you drop by the forums, could you please update it ? I'm gathering all the eyecandy objects to include it in the eyecandy mod. So that mappers (if people still want to make maps, have all the sort of things they want.
  4. Fog of war sometimes double the number of actors, culling is not fully optimized, see #3073; I don't think LOS lower the number of polys in objects
  5. Maybe include it in millenium AD ?
  6. Actually armor is not detached It's just that it's ready for new units mesh What kind of combination should it be ? I'll remove the armor with circled part, we thought it was the only variation of it that wasn't historical. Do you happen to have any other reference for the quiver ? I don't really understand how it is. I will fix halberds, I actually didn't know if it was a mix of halberds and spear or something else. Will remove the champron. They should have an helmet, i'll fix that. 12) You should enable glsl to see the water. However they will be replaced by square fields, see related poll.
  7. You could now nobody will review it in a long time if i do it so dunno. Also big issue if its a single mesh is that it wont fit the terrain... I have also been thinking of adding some foliage it'll be as osp in my eyecandy mod for mapamakers.
  8. Also have a look here http://trac.wildfiregames.com/wiki/ExportingErrors I tried as well as other artist to give general fixes
  9. Some new stuff for the mod Sorry Skhorn might take some time before your suggestions get in. However I plan to add all the eyecandy that was released on the subforum eyecandy. (So maybe you'll find some stuff )
  10. Those walls will be release as a standalone, in my eyecandy mod, feel free to use them along with the game, it shouldn't cause any desynchs since i didn't modify actors. https://github.com/0ADMods/eyecandy
  11. PSA are too There even used to be a 3Dsmax plugin for 3dsmax 6 to directly export them.
  12. Maya does have a Collada exporter, so you can export them from here. If you need any help on how to import models, you can ask me, if you need some help on your project, I'm here too.
  13. About the ressource thingy some time ago MuteLovestone added water as a resource. Digging in the mod subforum would give you more details. It should be avalaible on 0ADMods on github.
  14. We really need to make some playable map for it
  15. Great I'm only missing one feathered helmet, and some decorations, not sure if really useful though. Do you have time to download and test rote ? (Ie open it in atlas and look at all the units)
  16. You could add an infinite decay for the building
  17. It could, the turns (think of a chess game) are a little longer in multiplayer, to avoid sync issues.
  18. I like that idea, though who is gonna make that building ? Also, I don't see how that changes things, ROTE have everything but skirmishers, adding one two or three new units will make it even worse, won't it ?
  19. Hey, hello, glad to see another modder come around Yes, but you can do it via a decal see : http://wildfiregames.com/forum/index.php?showtopic=17495&page=7 If you have any questions feel free to contact me
  20. Oh well so it´s basically redoing the armor from scratch... Dunno tthen.
  21. It's planned in the future, but for now it is not functional.
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