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Stan`

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

  1. Had to install 2012. Stupid Teacher --" So I guess I should be able to do it.
  2. Okay. Happy Holydays, I'll help Hephaestion as much as I can. I'll wait for the mill Not in A16 then.
  3. Stan`

    Mint

    Small Update
  4. Stan`

    Mint

    Well I'm not Using Blender. I'll make a video on how I do it.
  5. Stan`

    Mint

    Well It' be a long time before someone takes me don't worry. I have more chances to be taken as a programmer than as an artist ^^ Yeah, If I can this week I will install back the demo and get back that dragon model. There was also Silver and Gold mines that should be inspirationnal. They were here but not referenced in entities.xml so nobody ever saw them. I'm sure you may be able to do something. Not really Actually you put on flat all the pieces, with face mode, or vertices or edges depends on what you have to flatten. I'll make a tutorial to show you. And then you make one big object and UV coordinates merge, so that you just have to move them to form a big square, and export this square as a PNG with an alpha. My axe and swords are yours my friend
  6. If I can add something would be nice to have some kind of hover on the menus arrows.
  7. Stan`

    Mint

    What do you mean by that ? This is my favourite game. I spent hours trying to decrypt BBa format and to understand how our germans friend learnt so many things from the game. I eventually manage to open the archives of the demo. And found that a lot of stuff was missing. There was even a dragon in the assets. That's by that time that i wanted to be a modder. This is not the hardest part. I have a lot of UV's if you want to become crazy with gimp. I'll UVmap parts of it, and then merge everything as a single UV, never found out if it was possible in blender. But my texture will suck again
  8. @Lordgood I knew ponies would attract you here ;P
  9. Stan`

    Mint

    Actually I started ^^ but the wall is not really visible here. But thanks for the advice.
  10. In this Editor there was a lua editor, with a tester which said LUA_OK or LUA_ErrorSyntax
  11. Agreed. In that game, texture were made as follow, and the texture importer had to be map size here 64x64 +1 so 65x65 As you see its by block of texture here 4blocks which use a number of tiles. Also they had two types of textures, one overlayed others while the others blended with the rest. That was a quite nice thing if you consider this Oh my bad Here is how it worked I included seasons too because It was an awesome feature Layer SNOW Layer FOG OF WAR Not really relevant Layer decals ON /OFF There was also, Entities, Shadows, Effects, Script Entities (Ambients = Looping sound areas, and script entities = like prop points), Terrain, Water. I can make other screens if you like.
  12. I opened an old level editor and I found some stuff that may be nice to add to the atlas if times permits - If one day scenarios are functional and are scripted would be nice to have a little text editor in it - Also a wizard to make levels, like setting diplomacy, start ressources, type of AI, agressiveness. - Also layers would be nice to have, like Entities, terrain, water , effects, shadows, - A function to mirror the map following axis x, and Y if you plan to make balanced multiplayer maps. - There is an option to load height maps, but one to load texture maps would be nice. ie : Texture file (Here matching the size of the map +1 1.bmp Before : After : (Quality is bad because image is bad X)) A random Map generator, I believe there is something close in the mods forum //Basic map //Select the seed and the type of map biome you want // Now that you have it, you just have to fix the areas where you want to put players - A snap to grid would be nice if you want to do something well square like. Also would be nice to have the grid without the wireframe. Just suggesting. Regards Stan
  13. Okay, I ยดยด try windbg if I have time
  14. Stan`

    Mint

    Hi, just wanted to share the mint I've been making. Since it is from the settlers I thought It would be nice for 1000AD
  15. Sure. Gonna be busy this week though.
  16. What tools do you need ? I can reproduce it as much as I want. I have Visual Studio 2013 Installed.
  17. Well I guess a lot of things get in action here. I alt-tabbed just after loading the map and moving some units. I guess thing is I'm using switchable graphics, and the game doesn't like going from one card to another. This no more possible to disable the intel chipset since the all the graphic data go through it's bridge. Moreover samsung Bios is locked. Alt enter works fine because it doesn't switch graphics I guess.
  18. I've been messing a lot with dudes models to try to export them from max to blender and forgot to revert my changes ^^ I got this ^^
  19. Okay, yeah I can have a newer version in 3dsmax when exporting to fbx you have the choice between 2013,2012,2011,2009,2006 versions of it I gave the oldest one I could to make sure WijitMaker would be able to import it fine. Also you must know that blender fbx importer is broken, and missing features. I think I linked a working one in the thread Fix our skeletons in the upcomming Blender version. Would you like a box object parented with a prop in Max and the same parented in blender ? Also did you have time for the rotary mill ?
  20. Enrique had the same thing.
  21. Yup... Here is a 3ds file. But rigging is lost... quite easy to fix though. new.7z
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