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Nexusgot

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Posts posted by Nexusgot

  1. Hi guys!

    I'd like to ask a question about textures in actors. Well I tried to test a texture with a normal map, but I can't do it cause I get an error when i watch the unit in the actor viewer (seems like it can't convert the texture). I made a quite long research in your forums and pages but I didn't find a solution, so I'm asking. I saw something about materials. I tried setting the material as "player_trans_spec" but it doesn't work. The texture is a simple .png file.

    Could someone help me with this?

  2. Thanks for answering.

    Well I added some models, textures and anims. I created some new folders to divide my files from the original ones. I added some templates and actors, and i modified a couple of existing templates, but nothing hard to do again. I modified a couple of textures too but I can make a backup and replace them in 2 mins. So if I use SVN could I only update without losing the work I did? And in this case from where I should update using SVN?

  3. First of all, happy new year to everyone!

    Ok, I'm working on a project based on 0 A.D. and now I'm on the Alpha 11. I noticed that a new Alpha 12 is out, so I was wondering something: can I update the version with all the new features, keeping the work I'm doing? For now my work is all about modeling, texturing and animating, not programming at all. So is it possible? Or do I have to download the new version and replace a backup of all my new files? Thanks.

  4. Sì Ribez è una specie di corso affine allo IED :)

    I have time until summer 2014 (so I hope the world won't end this month...) and yes, it seems to be a hard work for one person only but I want to see what happens. I started and I'm looking for a good way to make the work good but also fast, finding an optimal standard.

    Thank you all for your support and for the luck :) I will let you know something as soon as I have some results done!

  5. Hi guys!

    I am an italian student of art and design. Now I have to choose a long term project for my school so I decided to create a game based on your engine, cause I think it's so darn good, and I always loved RTS games :)

    My project should be about changing the models and the graphic section of 0A.D. (models, textures, animations and stuff) replacing it with the one I'm going to create. My idea is to make a medieval version (in AoE2 style, cause I like that period of our history) and maybe then modify something in the substance to make it more personal, and make it fit with my ideas. I told my teacher about your game, your kindness and helpfulness also, so he said "ok let's see what you got!".

    Why am I telling you this?

    Well, first, cause I want to thank you for your work on that great project and for making it available as an open source.

    Second, cause I will need your help, and I hope I won't bother you with questions about my external project, but I will be really glad to get your help.

    It's the hardest project in my class, so I hope I can do it! :D

    Bye people, and thanks again!

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  6. Well, in this list http://trac.wildfiregames.com/wiki/TechModifications at the last row it seems the visual actor modifier is planned, and with that available it's possible to change the visual actor of the building from one to another. Or anyway, is there a way to "promote" a building? And would it be possible to promote it with a techology, like city phases? If so, these could be two good solution I think.

  7. Thanks Wijitmaker, I'm trying something with those files and they are very useful for my needs :) I hope someone will rig the new horse model cause it's really well made.

    Hi fiv,

    Well I already use opencollada for importing and exporting, and my problem was with other types of file like .psa. At first I had problems to make the importer work. I know that the topic title is about that and I found what you said after a lot of tries and then I got it :) But anyway thanks for answering!

  8. Well I wanted to modify the horse animations but horse anims are all in .psa, if it's possible. So .psa files are something like .dae file converted by the engine? Just to understand.

    Edit: ok well, I didn't want to bother you but, if it's possible, could someone send me the model+skeleton of the horse in .max or .dae format please? :)

  9. Hi guys I have another import/export problem, it seems to be my speciality...How can I import .psa files in 3d Studio Max 2012? I tried the pmdexp but it doesnt seem to work. I also tried it on Max 9 and 10. What program do you use, for example, for animations?

    I didnt open a new topic cause it's a similiar problem as the one i already asked. Thanks a lot.

  10. Well real world physics would be nice I think but maybe a lot of work for a minimum result, but anyway could be cool. My idea was only to fix the arrow trajectory cause I find the actual unrealistic. I'm not sure I can do it so if someone else is interested and has the ability, give it a try. I noticed that ballistas projectiles fly in the right way, and I think the same should be for arrows.

  11. Hi guys, I'm studying the game cause I have the idea to help with something in the future if I can, and I have a couple of questions about projectiles.

    The first question is: where is specified what kind of projectile the weapon, or the unit, will throw? I checked the various files in actors and templates and I didn't see anything like that.

    The second question is: is it possible to adjust the starting angle of the projectiles? Cause I noticed that arrows go straight horizontal instead of having a nice flying trajectory.

    Thanks and have a nice day :)

  12. Well I tried to modify a human body model just to see how it's made, but i get that error, and the same with all the .dae files. I saw that the last release of COLLADA plugin for Max is a bit old so I thought the problem may be that I'm using a version too new. Don't worry about the original max files, but please tell me which version of Max do you use :)

    Edit: It seems I solved my problem but I still don't know how, maybe Max was fearing my anger...Anyway thanks for answering me :)

  13. Hi guys I'm new here, I discovered 0 AD some days ago and I wanted to modify or add something just for a try.

    Well as you can see from the topic title I have a problem.

    When I import .dae files into my 3Ds Max it shows me this error:

    While reading or writing a file the following notifications have been raised.

    -Warning: The transform of node "Bip01-node" is not compatible with FBX, so it is baked into TRS.

    -Warning: The transform of node "Bip01_Pelvis-node" is not compatible with FBX, so it is baked into TRS.

    -Warning: The transform of node "Bip01_Spine-node" is not compatible with FBX, so it is baked into TRS.

    ...and so on.

    And when I try to export them after that import i see this:

    While reading or writing a file the following notifications have been raised.

    -Warning: Null not supported by COLLADA. Node Bip01 will lose its geometric information. The node transforms will be saved.

    -Warning: Null not supported by COLLADA. Node VisualSceneNode will lose its geometric information. The node transforms will be saved.

    Maybe someone else asked for the same problem but I didn't find it. As I read here I used the extension .dae instead of default .DAE

    I installed (or at least I think so) the COLLADA plugin but (if it is installed correctly) it seems it won't work on Max 2012.

    My final questions are: am I doing something wrong? or is my 3Ds Max version wrong? and if this is the problem what version do you use?

    Thanks and go on you are doing a great job and I think you are amazing.

    ps: I don't know if this is the right section, so if it's not I'm sorry.

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