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Posts posted by Stan`
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You can count on me for that
Regards Ticketman aka Stan
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It is already on github and can be found here:
https://github.com/prod0ad/0ad_ancient_empires
So anyone can fork it, make it compatible with svn and open a pull request.
Should we fork it then ?
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how should i upload to https://github.com/0ADMods?
Do you have the zip ? + The permission of prodigal son ?
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+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.
They already have an intro here
But upload it somewhere, who knows it might be useful.
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Well if it gets uploaded here : https://github.com/0ADMods we may be able to maintain it
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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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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.
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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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Where to put the files to play it?
Depends on the file. If you are more specific on what you need, I will help you.
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there is a problem if i export files from .c4d to 0ad .dae?
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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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
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Will we be able to easily edit these animations in Blender?
Not likely. However he can still provide the C4D files when he will be done
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done it, i can test every animation now. Thanks
It' a pleasure to help
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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/
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yeah but take some time may be Sunday I will start on it. My first step is clear all image to start vectorized
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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Finally!!
Now i can continue
Thank you guys
How did you get it to work ? Glad I could be of any help.
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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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Well it must have at least one uvmap at most 2, nor more than one material.
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If I can do anything tell me
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now that i remember, i can make it work without the bone XD. Forget what i said.
Keep it up, even if you don't have the textures yet do you manage to transfer the anims at least ?
===[COMMITTED]=== New Animation (Work in progress)
in Completed Art Tasks
Posted
That peasant will break her back carrying that meat loaf ^^