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Everything posted by Stan`
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	  ===[COMMITTED]=== New Animation (Work in progress)Stan` replied to Jos3BV's topic in Completed Art Tasks I don't understand something. If the bag of seeds is carriable on the back why is she holding it ? She should have her arms like this maybe : I can't wait to see how they will look with this little hat on their head
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	We now also have cliffs ^^
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	It isn't doing everything anymore (ie particles see :http://trac.wildfiregames.com/ticket/1590) However Trompetin17 plans to add it back into Atlas when more important stuff will have been done. It is usable in binaries/system/actoreditor.exe. Broken on mac for now.
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	  [RESOLVED] Flashing shapes with static (dual Intel and AMD GPUs)Stan` replied to muffins's topic in Bug reports It is unfortunately they don't swith correctly sometimes. Left clicking on the desktop you should have an option to configure switchable, setting an application to high performance will make sure it is run by the good GPU.
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	  ===[COMMITTED]=== New Animation (Work in progress)Stan` replied to Jos3BV's topic in Completed Art Tasks IMO the idle is a bit too idle. She could look right left, scratch her hair etc. Why did you change the dress btw ?
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	  How to import ".dae" files and test them in 0ad?Stan` replied to kao_chen's topic in Tutorials, references and art help Depends on the file. If you are more specific on what you need, I will help you.
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	  ===[COMMITTED]=== New Animation (Work in progress)Stan` replied to Jos3BV's topic in Completed Art Tasks Not as long as you have the C4D license (Which you do of course since if not you wouldn't be able to run it !)
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	  ===[COMMITTED]=== New Animation (Work in progress)Stan` replied to Jos3BV's topic in Completed Art Tasks Most of the team is using Blender (Mainly because it's open source) That's why everything was done on blender
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	  ===[COMMITTED]=== New Animation (Work in progress)Stan` replied to Jos3BV's topic in Completed Art Tasks Not likely. However he can still provide the C4D files when he will be done
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	  ===[COMMITTED]=== New Animation (Work in progress)Stan` replied to Jos3BV's topic in Completed Art Tasks It' a pleasure to help
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	  ===[COMMITTED]=== New Animation (Work in progress)Stan` replied to Jos3BV's topic in Completed Art Tasks No that's not how it works. Each anim should be stored in 0AD\binaries\data\mods\public\art\animation\biped\new In the actor.xml (in art\actors\hellenes\newunit_fem.Xml) In that file <animations> <animation file="biped/new/fem_idle_long.dae" name="Idle" speed="100"/> <animation file="biped/new/fem_idle_short.dae" name="Idle" speed="100"/> </animations>you should add for each animation file a line here. The names are Idle,Walk,Run,carry_meat,attack_ranged,attack_slaughter,death etc. Tweaking the speed will change the animation speed. To make it a playable unit, you'll have to create a template for it. EDIT : I attached the file you have to put it in data/mods/public/simulation/templates/units/ New_Female_Test.xml
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	We are not in a hurry, but having source/references is always a good thing.
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	Could you make a vectorial image of that logo ? (For copyright reasons I guess we can't use it)
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	  ===[COMMITTED]=== New Animation (Work in progress)Stan` replied to Jos3BV's topic in Completed Art Tasks How did you get it to work ? Glad I could be of any help.
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	  ===[COMMITTED]=== New Animation (Work in progress)Stan` replied to Jos3BV's topic in Completed Art Tasks The source files are only 3DSMax. If you want the new armature/meshes it's in the blendfile Enrique provided.
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	  ===[COMMITTED]=== New Animation (Work in progress)Stan` replied to Jos3BV's topic in Completed Art Tasks Well it must have at least one uvmap at most 2, nor more than one material.
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	  ===[COMMITTED]=== New Animation (Work in progress)Stan` replied to Jos3BV's topic in Completed Art Tasks If I can do anything tell me
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	  ===[COMMITTED]=== New Animation (Work in progress)Stan` replied to Jos3BV's topic in Completed Art Tasks Keep it up, even if you don't have the textures yet do you manage to transfer the anims at least ?
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	<offtopic> I could make a single big mesh waterfall but then it would not be cliffs but waterfalls. Obviously that would allow different heights of water but no units could walk on it, so it would be pretty useless, don't you think ? </offtopic> EDIT : Also lion please use spoilers when posting big images
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	Can you formulate a request ? (for example : "I would like to have a steppe cliff with some grass on it.")
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	So those days developpement around atlas is really active, so I decided once again to try help the team. So here is what I plan to do with those meshes. I can make new ones if you want one for a typicall reason I will make water immerged versions for the game that will have an aura, and deal damage to ships. The smoke is a placeholder in Blender it won't be in the final version however the geyser will. I hope at least some of them will get in the game. If they don't I will release them as a mod so people who want to use them will be free to do so.Here is what I've got so far. It's using the game textures. Any feedback is welcome.
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	  ===[COMMITTED]=== New Animation (Work in progress)Stan` replied to Jos3BV's topic in Completed Art Tasks You did use it it's just that IK's disappear when exporting So you only got bones
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	  ===[COMMITTED]=== New Animation (Work in progress)Stan` replied to Jos3BV's topic in Completed Art Tasks Enrique has the word on it, I can't really say anything ^^ Just hopes it doesn't break my archer. In the blender file the IK were in the middle of the torso so you could move everything independently.
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	  ===[COMMITTED]=== New Animation (Work in progress)Stan` replied to Jos3BV's topic in Completed Art Tasks Are you using the correct rig though ? If it can't close the hands it's the old we need to get rid off.

 
         
                     
					
						 
                    