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Everything posted by Stan`
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What I meant by "What kind of questions[...]" Is what importance should be given the council ? Should it be the second supreme institution for everything going on in this forums ?
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New one... AnotherOneBitesTheDust.7z
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Animation in 3dsmax to be imported in 0.A.D
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
Sure pers_chariot_e_move.7z -
Animation in 3dsmax to be imported in 0.A.D
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
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Here is the file. Armature (2).7z forenrique.7z
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Also link to the first scaffold is broken. there is a ',' instead of a '.'
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There are two obj files in the source, that shouldn't be there I guess. campaign_curtainwall_hele.obj helmet_obj.obj helmet_obj.mtl Also African War elephant was made by Sighvatr and finished by Enrique. Helmets should also be updated Also I'm not in charge of the Iberian Barracks Anymore. Don't know about the rotary mill.
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Animation in 3dsmax to be imported in 0.A.D
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
SureFiles.7z -
Animation in 3dsmax to be imported in 0.A.D
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
I was able to import this. But I can't import the Cart. Only import base, and some weird bones, Awesome u_u. -
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Content, need more content....drools.
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Try this... Test.7z
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What would be nice is to have an idea of what you need for the game to be played at low, medium, high, very high, and ultra settings. But we need those options first.
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What kind of decisions will make this council ? What is the importance the dev will give to it are good questions. We should also make the link between the track and the forums.
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Animation in 3dsmax to be imported in 0.A.D
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
I tried to animate the rotary mill to gain time before A16 will be released. Not looking as good as you X) -
Maybe you could use this http://www.wildfiregames.com/forum/index.php?showtopic=18159
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There is something different between the two. *.3ds are like *.obj or *.dae. *.max are like *.blend
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Animation in 3dsmax to be imported in 0.A.D
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
Thanks for this, finally fixed the theatron foundations. A few question about animations. Now that I've got the max file, what Should I do to have it in the game, Is it the same process as building importation ? Also what is the "base" for ? -
Sure. But all of them are pmd's... I guess I should install 3dsmax 6 on an old computer, import the pmds, save as max since every max program can read all the previous file version, and open it in2014 to export them. I'll be on Irc tonight so I can wait =)
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Bigger Maps would bring a new game mode. =)
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I'm bumping this thread since I'm a max user, and I may be able to export to blender-friendly format the skeletons, if provided with the max files. I'm also able to find a 3dsmax 6 version which I believe was the one used by the devs. I could by then use their pmd importer to convert them.
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I'm done with this one. Okay so to sum up a little bit for those who will come after. Things to be very careful with : - Scale : When you export in 3dsmax, or in Blender make sure you keep the same scale. Otherwise, you won't see the props in game without looking really close to the ground. - Pivots : When switching from 3dsmax to blender you may notice that the links are not in the middle, that's because the pivot point in max was not in 0,0,0. - Links : All the dummies you use for props should be carefully children of the main object. In blender this is just drag and drop, and in max you will use the buttons to link them. Select all except the parent with you mouse and draw a link to the parent. You will see as much links as dummies, drop the link when you are on the parent. - Rotations : Be careful with rotations. In 3dsmax Z axis is height, while in the game it's Y. - Exportations : Make sure when you export a prop that you are not exporting the whole mesh, that may sound stupid, but since the game does not support multimesh you will get an error. Also, center your prop. Otherwise you will also get the offset. Theatron_Proped.7z
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===[COMMITTED]=== Ptolemaic/Seleucid Helmet Props
Stan` replied to Sighvatr's topic in Completed Art Tasks
Here you are =) Helmets.7z Perseus.7z -
===[COMMITTED]=== Ptolemaic/Seleucid Helmet Props
Stan` replied to Sighvatr's topic in Completed Art Tasks
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===[COMMITTED]=== Ptolemaic/Seleucid Helmet Props
Stan` replied to Sighvatr's topic in Completed Art Tasks