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Stan`

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

  1. 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.
  2. 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
  3. Okay, I ´´ try windbg if I have time
  4. 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
  5. Sure. Gonna be busy this week though.
  6. What tools do you need ? I can reproduce it as much as I want. I have Visual Studio 2013 Installed.
  7. 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.
  8. 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 ^^
  9. 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 ?
  10. Enrique had the same thing.
  11. Yup... Here is a 3ds file. But rigging is lost... quite easy to fix though. new.7z
  12. It's very small are you sure ?
  13. This one should be compatible with Max 2009 I can make it compatible with max 2006 Test.7z
  14. Hey Wijitmaker did you manage to import my fbx file ?
  15. Well you could try replacing an existing skeleton, for instance, m_tunic_short and see what that does
  16. Okay so here is the new rotatory file in FBX format, you'll why below Here is the file in Max. Animation is fine and everything is fine. Missing only the donkeys. Here is the file after export/import to FBX. As you see everything is fine And now here is the file after export/import from Dae. As you see... Well there is nothing to say. Animation was lost. I attached the FBX file RotaryMill.7z
  17. Sadly ColladMax is broken, and I have not enough knowledge to compile latest SVN version.
  18. I think There is something similar in the game wiki ?
  19. It textured waiting for someone to get it game. .3DS exportation is really bad. Most of the models don't get right But you seem nice so I'll show you So... Armature is fine. Missing one Bone (the wheel) No animation survived the exportation
  20. Yeah I think it´s going alright but I don ´t see my progress. I feel stuck so îm working on a project with textures lights and all that stuff and îll be happy when it´ll look like one of you renders. Also i need to learn to draw with my tablet. For now îm not ble to import animation either. Since it will be needed i want to be able to help
  21. If you manage to do this like in Rome II that would allow with a tweak units on walls
  22. I'm not sure if I understand the question. What happens is that by default max is set up to work with inches. You can change the parameter to meters, but that's kind of annoying since you have to rescale all your files that way. So exporting to inches, and when you open it in Blender make sure it scale it right and you're done, nothing really problematic here unless you don't know it. I guess it has to do with the SMD format, in valve games I don't think they use some kind of prop support since it is mostly FPS games. Okay I need to explain a bit further here. In max I use the Worm Wall plugin to export in SMD. You have three options : - VTA (Don't know that format, and blender can't import it) - Reference SMD (Guess that's for non-rigged models) - Sequence SMD (For Animations). What happens during importations in Blender (Using the Ox cart as reference); - Using Reference SMD : - As you see Scale went wrong. Everything is one object, and there is no animation stored. - Using Sequence SMD - Animation only with armature.
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