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Posts
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Everything posted by Stan`
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It's because those OS use less RAM memory (Most of the time) Disk partionning is different etc
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I was wondering if someone could find me references of our time line because I haven't be able to find a correct representation of what a lydian, roman, or whatever civilization mint may look like if historically Accurate.
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Hephaestion Are you still here ? I tried stuff today. I didn't succeed in importing anything in the game, BUT I tried the milkshape stuff. So small stuff Blender can import -Ms3d -SMD -FBX Ms3d can export -Ms3d -SMD (give interesting results see below) -OBJ (Doesn't support armatures -Collada, (Exports blank) Everything is here and there is animation that was transfered. Interesting.7z Exporting two hand animation via sequence smd gave me an animated model missing the props. Animation Exported.7z
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After the game crashed I asked visual studio to debug it here is what it said Exception non gérée à 0x06800C90 (ig7icd32.dll) dans pyrogenesis.exe : 0xC0000005 : Violation d'accès lors de la lecture de l'emplacement 0x00000004. I'm sorry french version It also said graphic package was not loaded correctly. Maybe a switchable graphics bug ? A My card is AMD 8750M muxed with Intel HD4000
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I started recording some of the stuff I was doing and thought it would be nice to share it with future modders, so I recorded the process of drop propping
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The last four are coming. FIX4X6.7z
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I don ´t think there will be issues with lag since it´s only animation loading. No calculations.
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Nice so we could have something like the total war series and even make the wall crumbles the only way to access a fortress like sanderd said the aim was that units may not be able to destroy walls. Don ´t know what he thought about buildings. But would be nice having units only interract with other units though we ´ll have to find a way to kick the @#$% of garisonned units. Maybe by pillaging buildings which would look nice if doors broke About those scaling props does that mean we will be able to plant trees ? Like a prop scaling over time ? We ´ll need an animation for the timber man with waypoints but that could be awesome to implement because that would bring life to mini civs and allow some buildings like the blacksmith to be more living. Like in the settlers though units would be stuck in their buildings
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Fix Foundation Wall. Should maybe renamed to wall med since it is smaller than the biggest and just a bit bigger than the medium.Fix Wall Medium.7z
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fix 4x4 Fix 4x4.7z
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Wait... Forgot to post the last Updated versions X)
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They are a bit different but look similar. It's the picture you linked on taleworlds.
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Maybe we should create tickets for all of this ?
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Nice ! Are rows propS ?
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Fix Wall Short. Note : The name of the wall was wrong "med" instead of short.Fix Wall Short.7z
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+1
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Fix 8x8 Fix 8x8.7z
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6x6Fix 6x6.7z
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Hi Hephaestion. I ´ m not sure to understand what you want with the cube. IIRC vertex weights depend on the bone they are attached to. So let´s say if i make 12 bones î ´d have to set weight for each vertice and each bone. Is that what you want ? No I didn ´t manage to implement it in the game. I don ´t know how to make skeletons Xmĺ ´s moreover I think there is some issues with max dae official because what happens with the mill is really weird. I wanted Wijitmaker to make a step by step import of the mill so i could learn and make a video. Moreover we ´ll need a prop point for the cart to add boxes and stuff on it. Would also be nice to have an event only adding the props when it´s carrying something.
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Yes it has ? No just flowers, flowers everywhere ^^
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Oh okay, accumulation. Make sense then.
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I agree with you in terms of games in general, but don't you think, that its has no real impact on the game whatsoever here ?
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So here are four files. Smd version of the cart Dae - Zup Dae - Yup Dae - Baked Animation Cart.7z
