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Everything posted by Stan`
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Yup you could. Or rotating the roads. Also the view is at 45°
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- millenium a.d.
- vikings
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Maybe one block of four longhouses ? With a well in the middle. Or the house. Or the house lion posted. Well it can be earth until we introduce biome variations. If it's not planned it should. That would also mean that unlike the other civs, the Vikings should have four buildings to be destroyed. Moreover you have to choose whether there is obstruction in it. If so... maybe the civ center should have some kind of repair, like when one of the five is destroyed, a foundation is built were the rubbles are that can be replaced to make it functionnal again. Just thinking out loud
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Nope it's not. It's a drop down menu that allows you to select variation_a b c d e f. Not really useful but maybe for scenarios, and if you want a particular building. and of course for testing purposes.
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What error ?
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So basically, what models do you need ?
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Okay, let's add it to the list. I understood you are a mapmaker, do you see stuff that we could add to the atlas ? I made a topic there http://www.wildfiregames.com/forum/index.php?showtopic=18390
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Did you define a Civic Center building ? I saw Lion posted a nice one a few pages ago.
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Never seen that... Would be great. I saw a unit once in another rts that had goggles, and you could target a direction, where he would remove the fog of war for the time he looked at it.
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Indeed. Good job. Eager to play this faction. Was my favourite one in MII TW
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Oh sorry it's not the tail it's the spine on it that doesn't look like the others...
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Yup nicer. Something is wrong with the tail.
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Some progress Hope I'm not doing wrong been doing bad stuff lately. (Locked vertex groups are done). I need help on the upperbody I don't know what should affect what... Some stuff I used for learning : Last may help for the animation. Zebu RiggedBoner.7z
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Agreed with the color.
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The Saxons. Only Available during tutorial and Hastings Battle. Yup Indeed but thought it was intentional. What do you need. I can import AI files in 3dsmax.
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I like it reminds me of that :
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Oh.... I didn't see that yesterday. Well the rotary thing was baked in max. Sorry bout' that. Here is another file. Rigged only. No animations whatsoever. Is that beter ? Rigged Grinder.7z
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Okay, good luck with it
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@Hephaestion : Here is the trick. Make three bones. Name them prop-bone001 prop-bone002 prop-bone003. Give them the animation you want. Make an xml with the new skeleton if needed. Then Make another project in blender with the ball. After that, you will just have to put a ball in the xml at the positon of the prop.
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Here is the animated pivot. Ready to implement if the game has the walking donkey animation. BTW if someone is interested I just forgot to convert object to bones.That's why it didn't work more info here. http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/index.html?url=files/GUID-E08D0050-23FF-4F6D-9A7F-A4651FABA22B.htm,topicNumber=d30e53982 Rigged Grinder.7z
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Here is the drop propped mill. I'm working on the pivot thing But blender is converting the mesh to an armature, and the armature to a mesh --' Drop Propped Mill.7z
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So Bump ? Model ? Model + Bump ? Should I take care of it ? Or do you want me to work on the ptolemies heroes ?
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I just didn't take time to redownload the prop_weap.dds And so the texture was missing.
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I was talking about the hands that he animated. Of course the ball will not. Sorry for the misunderstanding. Should the model have more bones ? Or separate meshes ?
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I see one problem with this : Quality. If you hire dev's that have not interest whatsoever in the game, they propably will not be as good as someone who likes it IMO.
