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Stan`

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Everything posted by Stan`

  1. What about making a C launcher then with WXWIDGETS ? Would be really convenient but separated from the main game
  2. Maybe Iron Nerd may help you is starting to get involved in graphical programmation stuff ?
  3. Done on taleworlds http://forums.taleworlds.com/index.php?topic=20178.new#new
  4. Ask Enrique for the last Dae he had. Well I need to export it in inches.
  5. @Hephaestion What do you think of using the mount & blade system as I said above ?
  6. I'll try to explain things as much as I can. About Axis and scale : In Max there is an option when exporting to collada to choose axis as shown below. IIRC Enrique reported that exporting with z-up fixed half of the skeleton. There is also an options for units. It has to be Inches. And you have to make sure you check blender option import units as shown below. Collada has a tag in the files for that, don't exactly know what changing it does. In blender the skeleton gets face down, but nothing seems to have been rotated. As I told you Blender Custom FBX imports stuff but only props pass by. You can see all the models we made on this thread. Some are missing because I exported it like 300 times. http://www.wildfiregames.com/forum/index.php?showtopic=17630 About SMD's : I'll be busy in the upcoming week but if you give me something really precise to do I may be able to have time for you. Maybe there is a plugin for max. About Max Collada (OpenCollada) : Until collada Max is fixed I'll have to use an older to use it which is version 1.3.0 that we don't want. So we're stuck with Max Exportations. I'm not able to compile the plugin on the internet. About Bone scale : I haven't seen any problems so far see thread for reference. About animations : there is something that can be an issue if you plan to import the dude model and the armature at the same time, because in max they were using the Physique Modifier because it's a lot more easier to use than the skin modifier, but It will break export. Hope I answered everything. Regards, Stan
  7. Nope I had forgotten about smd format tried md5 collada collada max and fbx. In blender used fbx default fbx plugin and collafa importer. We were able to have skeleton and props. But animation was screwed if you look at the logs of irc you may be able to find images of progress. Thing is like i said maybe better animate from scratch now. Anyway what was wrong is that max uo axis is zwhile blender is y up. So things go wrong by 90 degrees even though in the exportation you have the choice. Now wijitmaker gave me pmd source code in c++ for 3dsmax maybe someone could make an blender import export plugin an fix it for there was some bugs. This way we should be able to import models from the game and not be max dependant animore. I may try ultimate 3d if that helps.
  8. I may have some friends in taleworlds forum.
  9. - Yeah I forgot ^^' - I needed to fix it but didn't wanted to break uv's ^^ - Oh yeah, crate texture was taken from the gaul farmstead Talking about it maybe we should drop prop it. - They are transparent actually the blue one should change colors, I guess I broke it when exporting from paint --' - Agreed - The row was that way because it was phototextured at the beginning - Bout the last point ^^ Gimp textures took me 1/2second ^^ I hadn't seen your links
  10. Hmmm... Actually WijitMaker asked me if it was worth it since, sooner or later they will have to be remade. I asked him to ask Enrique, I'm waiting for his reply.
  11. What would be nice is to have something like the mod system of warband. When launching the game a menu appears and let you choose which mod you want to load vanilla is included in the list. Also in the game folders there is one with a mod folder with all of the mods separated in folders with their name that you just have to drag there. If you don ´t want one delete the folder. It´s using cfg files to see the names of the mods and displays them with their own icons. If modified equivalents of the game files are found mod is prevalent
  12. Here you go. https://github.com/StanleySweet
  13. @Niektb I ´ll give you mine when I get home, provided you want me in this council.
  14. That would require some coding stuff, Maybe keeping them separated, but allowing player to research technologies only when there is a mint nearby would be great. For Instance Technology : Coinage should be grayed in the warehouse until player builds a mint. Another one Technology : Tempered wood when a sawmill is built.
  15. Yeah two objects in signatures like army generals.
  16. That'd be great, need to define concepts for the artists to work on if it gets approved by the team.
  17. It actually supports in theory 2014 but it's broken since last service pack --' Not tried the other one.
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