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Stan`

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Posts posted by Stan`

  1. +Farming

    +Carry Grain/Fruit

    +Meat Gathering

    there is no gameplay because i'm having some troubles with the prop in the back bones. I'll fix it soon enough.

    That it's not up to me, it's a great idea. i would love to make any animation even more if it makes a difference with other games.

    Yea, I just wanted to make it look more heavier. i'll fix that later

    as you can see i have a plenty of time...for now, And Yesterday i came up with an idea to make a little animation for the logo of 0AD, i'll upload it in a couple of days. It's no much but maybe you like it. Here you have an advance about how it's looks like.

    attachicon.gif2_0090.jpg

    They already have an intro here :)

    But upload it somewhere, who knows it might be useful.

  2. Wow, thanks for the quick replies.

    Its working now but it wasn't by enabling GLSL, which didn't seem to affect the issue. The laptop I use had an integrated Intel GPU and a dedicated AMD one, so I opened up their settings and set everything on max which stopped the static and flashing triangles. Could it be the multiple GPUs that caused the problem?

    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.

  3. I can provide you a .FBX. Apparently blender has no compatibily with c4d, but 3dmax can import it, I already tried.

    obviously i can give you .c4d files before they are "backed up"

    anyway i strongly recommend you to use Cinema 4d for animations, is very simple and easily to get use to it

    Most of the team is using Blender (Mainly because it's open source) That's why everything was done on blender :)

  4. hey! how can i put all the animations on the model and move it in the atlas? if i make a copy of the actual female citizen and change all the .dae sources will it work? how can i make it a playable unit?

    I wanna test every animation and see how they work with each other.

    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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  5. Art sources are supposed to be in this SVN repo: http://trac.wildfiregames.com/browser/art_source/trunk but I don't know if what you want is there (yet).

    you know where i can find the models before they were Exported to Collada ? a blender file or whatever (it seems that the problem lays on the collada importer of any software, even on blender)

    The source files are only 3DSMax. If you want the new armature/meshes it's in the blendfile Enrique provided.

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