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Stan`

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Everything posted by Stan`

  1. Actually you can't do it that way in blender, its way more tricky. Took me like ten minutes to do it in max, would have been double time in Blender.
  2. Hi lion here is what you asked for : - Two Obj meshes fully unwraped - One flat UV to fit your creation in photoshop. I reunited both uvs in one so you have one texture for both, that way the engine won't have to load two big textures. (Resolution is 1024x1024) If someone wants to help Lion you can here is an inverted uv the other has transparency, so you can directly add layers on it. ForLion.7z
  3. To all the guys in the art team (Enrique, Lordgood) at first I thought you wouldn't like me (laugh), the guys who should be (Lion Idanwin, Sightvar, Micket) and the guys for the programming team (Wraiti Sanderd, Historic Bruno) I want to say thank you for everything. When i get involved in something that i like I make so many thing that i start to forget about it, so I make this thread to recap what you helped me achieve. I hope I will continue to work for this wonderful project, and get to know you guys well, And also be part of the team one day =) To All Regards Stan Warning HUGE =)
  4. Okay, so I added foundations, lowered the hay props, and removed the donkeys because it feels like having animals that don't move is quite weird. We will add them when the animation will be done. The model just need the separation for the helmet prop and the decal on the ground, apart from that its ready for export. Here is the blender file RotaryMill.7z
  5. I could do that, need some knowledge about XML's though.
  6. The marble texture was made by me that's why it doesn't look good. Anyway what do you think of the models ? =)
  7. Stan`

    Faction: Norse

    I will have time, because i stop when I feel i need to bump my head into a wall, and making fountains, and tree is really quick.
  8. I feel like I must apologize. - About the unused polys, it's really simple, I use quads, and i divide the mesh until i get the shape i want to extrude in or out, and after that i collapse the roof that's why there are a lot of unused polys at the back. - About the unconnected geometry, three things are responsible for this : I'm an Idiot. They are from the old model, so i didn't make them. I didn't take time to fix them because everybody was so happy about the model, that I forgot to finish it. I thought it would be like the barracks, taking a lot of modifications to be accepted.- About the textures : Refer to "3" - About the foundations : Didn't knew I had to make them at that time. I'm sorry
  9. Stan`

    Faction: Norse

    Maybe I will do some, I'd like to be part of the 0AD team first =) Also, I have a lot of stuff to finish - Fountains - Gladiators - Stone Pillar - Rotary Mill - Mines/Carry - Moai - Iberian Barracks ( Enrique will make something from scratch)
  10. Stan`

    Faction: Norse

    Sorry for some the reason the model UVS didn't import correctly in blender and I had a hard time going around. I don't know how to enable player colors could someone explain to me ?
  11. Thanks Sander, that did the trick. For some reason, i guess it's my poor knowledge about xml's, I can't see bumps and specs on the building but i can on every other...
  12. There you go , though i hope my friends still has the models. HDD died =/
  13. Made a lot of buildings from this game to M&B : Warband, you can see all of them on my youtube channel. Don't know if historically accurate, but beautiful indeed.
  14. There you go. I have some trouble with scale in 3dsmax and blender, seems everything has no real size so its really hard to fit it. If i scale it to the size of the imported fortress in Blender it will be so small that you wont see it...
  15. You could disable particles, by particles = off in the cfg file.
  16. If i connect all the vertices 3593, Should be sensible. IMO now looks better
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