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Stan`

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

  1. Not likely. However he can still provide the C4D files when he will be done
  2. 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
  3. I released everything as an OSP https://github.com/0ADMods/eyecandy Feel free to use it !
  4. We are not in a hurry, but having source/references is always a good thing.
  5. Could you make a vectorial image of that logo ? (For copyright reasons I guess we can't use it)
  6. How did you get it to work ? Glad I could be of any help.
  7. The source files are only 3DSMax. If you want the new armature/meshes it's in the blendfile Enrique provided.
  8. Well it must have at least one uvmap at most 2, nor more than one material.
  9. Keep it up, even if you don't have the textures yet do you manage to transfer the anims at least ?
  10. <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
  11. Can you formulate a request ? (for example : "I would like to have a steppe cliff with some grass on it.")
  12. 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.
  13. You did use it it's just that IK's disappear when exporting So you only got bones
  14. 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.
  15. Are you using the correct rig though ? If it can't close the hands it's the old we need to get rid off.
  16. I'm close make it work , also i'm downloading C4d r16 right now ( obviously a totally legal version )...I hope to clear this today and tomorrow continue animating Oh what did you change ? Great news !
  17. http://forums.cgsociety.org/archive/index.php/t-1000014.html Try this.. For now I can't import it/fix it, sorry about that. Can you try 1.5 collada also ? We never know. Also, I don't know if you can but try to test it on C4D R16, they fixed broken files on the release notes. I hope if I can't fix it you won't be discouraged to work with Blender. I am really sorry...
  18. Not that hard. However, if you can send me à 90° rotated anim we could try to see if it fails ^^
  19. Sorry for the late reply. Seems to be fixed, though I don't know what happens if you upload an anim.
  20. Blender 3dsmax comparison. I guess flippin it 90 degrees might help.
  21. Import is bad in Blender and 3dsmax, though in 3dsmax only the weights are lost. Do you have any options to apply scale ? Also which axis is up on C4D ? In Blender and 0 A.D Y is up.
  22. Could you upload the FBX here ? Also make sure you are using 1.4 and not 1.5
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