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Stan`

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

  1. Stan`

    Faction: Norse

    What about....Making four buildings the same and giving a bonus to the player if the big fort is complete ?
  2. I included the file without baking... in my last post.
  3. Did you figure out the game issue ? If so provide the blend file so that we can add this to our "Done" list.
  4. Stan`

    Faction: Norse

    +1 We need to discuss in deepness that destruction stuff. There are good possibilities. A lot of games have interesting stuff.(Die Siedler, Knights And Merchants, Cultures 2, Medieval 2...)
  5. To make the animation seamless you need to copy the keys at t-0 to t-end to do this. Shift D.
  6. Stan`

    Faction: Norse

    I'm thinking of something more modular. Why not keep those forts for scenarios ? What I suggest in replacement is using boats. Since they were supposed to be light enough to be displaced, and even to go on rivers. A bit like this. (BTW the game (Cultures 2) had a nice unit growth system.)
  7. Stan`

    Faction: Norse

    Yup you could. Or rotating the roads. Also the view is at 45°
  8. Stan`

    Faction: Norse

    Maybe one block of four longhouses ? With a well in the middle. Or the house. Or the house lion posted. Well it can be earth until we introduce biome variations. If it's not planned it should. That would also mean that unlike the other civs, the Vikings should have four buildings to be destroyed. Moreover you have to choose whether there is obstruction in it. If so... maybe the civ center should have some kind of repair, like when one of the five is destroyed, a foundation is built were the rubbles are that can be replaced to make it functionnal again. Just thinking out loud
  9. Nope it's not. It's a drop down menu that allows you to select variation_a b c d e f. Not really useful but maybe for scenarios, and if you want a particular building. and of course for testing purposes.
  10. Stan`

    Faction: Norse

    So basically, what models do you need ?
  11. Okay, let's add it to the list. I understood you are a mapmaker, do you see stuff that we could add to the atlas ? I made a topic there http://www.wildfiregames.com/forum/index.php?showtopic=18390
  12. Stan`

    Faction: Norse

    Did you define a Civic Center building ? I saw Lion posted a nice one a few pages ago.
  13. Never seen that... Would be great. I saw a unit once in another rts that had goggles, and you could target a direction, where he would remove the fog of war for the time he looked at it.
  14. Indeed. Good job. Eager to play this faction. Was my favourite one in MII TW
  15. Oh sorry it's not the tail it's the spine on it that doesn't look like the others...
  16. Yup nicer. Something is wrong with the tail.
  17. Some progress Hope I'm not doing wrong been doing bad stuff lately. (Locked vertex groups are done). I need help on the upperbody I don't know what should affect what... Some stuff I used for learning : Last may help for the animation. Zebu RiggedBoner.7z
  18. The Saxons. Only Available during tutorial and Hastings Battle. Yup Indeed but thought it was intentional. What do you need. I can import AI files in 3dsmax.
  19. I like it reminds me of that :
  20. Oh.... I didn't see that yesterday. Well the rotary thing was baked in max. Sorry bout' that. Here is another file. Rigged only. No animations whatsoever. Is that beter ? Rigged Grinder.7z
  21. @Hephaestion : Here is the trick. Make three bones. Name them prop-bone001 prop-bone002 prop-bone003. Give them the animation you want. Make an xml with the new skeleton if needed. Then Make another project in blender with the ball. After that, you will just have to put a ball in the xml at the positon of the prop.
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