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Stan`

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

  1. I have swords too. And I can find shields.
  2. I have a kinect at home. But before doing anything like this, you wanna make sure we will not try to fix skeletons.
  3. You're welcome. Didn't know Eclipse supported javascript.
  4. Well it would only change what happen when you load props, not the way they are loaded.
  5. Oh... I'm not angry You can tell me when you don't see I'll take pictures and stuff. Here is the thing those little white squares get replaced by whatever you want (building, units) for instance (this is lua) function CreateArmyOne()-- create a description table for that army, named army one armyOne = {}-- fill the description with all needed information-- ID of the player the army belongs toarmyOne.player = 2-- a valid unique ID for ID, must be between 0 and 9armyOne.id = 1-- the number of leaders, which will be attached to the armyarmyOne.strength = 8-- the start position of the army (use the position of a script entity, which has the name "armyOne")armyOne.position = GetPosition("armyOne")-- set the length of the rode (movement range)armyOne.rodeLength = 4000-- call the comfort function "SetupArmy" to create the army SetupArmy(armyOne)endthis line : armyOne.position = GetPosition("armyOne") get the position of the entity, which can have a script name here ArmyOne and Replace it, here by a bunch of soldiers. Just saw the aging system, no need to stop aging, if the guy reach a cap from 55to 90 he dies.
  6. Waypoints would be script entities, like in the Settlers 5 Editor. So it would be unit awareness, but invisible units. What do you think ? Agreed with the rest. Would be so life like.
  7. Is it possible to use random for each prop, and not each Xml ?
  8. Maybe we could lock this topic ?
  9. Actually, what I want is that the prop keeps the same movement as the rest of the bones, but stays a prop not a bone. Here everything is linked and all props parented to bones, are converted to bones.
  10. I wanted it to be random. For instance if I load wood_bar.xml (I made it so you won't find it in the folder) and I use it like three time as a prop, all the prop will have the same texture. What I wanted is that one may have the yellow, other grey, and brown, without having to load each separately.
  11. My humble experience in Javascript lead me to JSFIDDLE and JSLINT, can they help you ? Also VS2012 supports javascript.
  12. What do you mean ? A tavern : this building is missing too. Should be added to the art Mod list. I'm also wanting to add props that only appears when units are garisonned. And to add a blacksmith to the forge. I'll try to make the animation in blender once everything is fixed therE. Could you elaborate on this ?
  13. Great then A total war fighting animation would be so great... What i meant is for instance you have a village. Units can garrison in or out of the small houses and have a small path defined per waypoints. On each waypoint they may start an animation like i don ´t know sitting on a bench.then going fishing or see another unit and start a discussing animation. Did you watch the making of the settlers 5 ? They.have those waypointd in buildings
  14. This is starting to look like total wars i like it Is adding motivation planned ? Maybe more like morale in tw series than in the settlers but would be a nice realistic approach for the game So things like deserters(units turning to gaia) and even the mercenary stuff could be implemented Also when everything is stable I ´d like to have waypoints that can be set in scripts. For instance you set three waypoints in a neutral mini factions and add children going from one to another or villager or units going from their house to for instance their dried fish on racks and starts an animation.
  15. Oh I didn ´t touch variations. I could replace some items by others but it would messy sometimes. Moreover there are the scaffolds plus the three one i made that need to be imported. So with all of that getting something coherent might be hard. Since I ´m not in the official team yet i can ´t commit anything.
  16. Nothing works in the game... But transfering bone animatin into blender was a first time. Thing is you have to clean the armature. Maybe a bone to prop converter would be nice. Even more if it could keep the animation.
  17. Maybe that bone stuff will help hephaestion and I. Thing is I hope import/export plugins I have will still be compatible.
  18. I´ll post new stuff here when îll learn new things
  19. No collada stuff whatsoever.
  20. Just got an e-mail from CG Cookie with a sum up of the new features. http://cgcookie.com/blender/cgc-courses/blender-2-70-overview-new-features/?utm_source=mailchimp&utm_medium=email&utm_campaign=blendercookie-032514 Here are the full release notes http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.70 and here it is to download the latest version http://www.blender.org/
  21. Missing only one to be done.Found 5x5.7z
  22. I may be wrong but even though linux supports ati drivers there is a lack of support mostly because of the differences between kernels. Moreover i don ´t think nvidia is well supported I wonder about intel hd graphics though... Another thing is with switchable graphics which you should only worry if you have 1-2 years old pc
  23. Yup Indeed... But we would have to prop every building, making special foundations, walls, and roofs... also adding inside... What about buildings ? Trees are moving ^^ with glsl ^^ Would be a nice addition to have timbermen buildings to explain why trees are sudenly growing back. I agree. Moreover, maybe this should be discussed in the main forums not in the deepest of the mod section ?
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