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Stan`

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Everything posted by Stan`

  1. I was able to import this. But I can't import the Cart. Only import base, and some weird bones, Awesome u_u.
  2. Think that will save some time =D Desktop.7z Armature (2).7z
  3. 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.
  4. 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.
  5. I tried to animate the rotary mill to gain time before A16 will be released. Not looking as good as you X)
  6. Maybe you could use this http://www.wildfiregames.com/forum/index.php?showtopic=18159
  7. There is something different between the two. *.3ds are like *.obj or *.dae. *.max are like *.blend
  8. 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 ?
  9. 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 =)
  10. Bigger Maps would bring a new game mode. =)
  11. 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.
  12. 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
  13. Oh a settlers V fan... I wished for years someone would mod it... but nobody cracked something else than the demo archive
  14. Do you want me to start them from scratch for you to gain time ?
  15. Well limit the max number of healers then
  16. Since you kinda made this animation I'll try with the gaul rotary mill =) About props here is what I've got. Thing is when parsing the exported model ie the one provided, it cannot find any of the prop points because they are not parented. I don't know how to parent in max.Desktop.7z
  17. Here is what you asked for All the models are in the Dae. I added the "HQ" textures I made so that you can use it to make yours or start from scratch if you wish. Happy to contribute. Seleucid_Helmets.7z
  18. I can send the high and low polys. Will you take care of the UVs ?
  19. Okay, that's great, so basically, you make an editable poly to fit the shape of the object, and then apply a skin modifier. Then you animate the polies you made and since its skinned the model will move aswell. Thing I don't understand is how you make each part of the model independant ? I know it has to do with weight, but when I do it vertices go wrong X( Good thing though, no bones to draw. Small Question about props. I saw the need to be named prop-thing. How to create it in max ? I don't have that ps helpers menu =S;
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