Jump to content

The Undying Nephalim

Community Members
  • Posts

    525
  • Joined

  • Last visited

  • Days Won

    25

Everything posted by The Undying Nephalim

  1. That worked, I got it to bake the AO map. I exported the dae, but now the new dae refuses to load in Atlas: <p class="warning">WARNING: art/meshes/structural/hylian/hyl_castleA.dae: FCollada 97: No tessellation found for mesh.</p> <p class="error">ERROR: art/meshes/structural/hylian/hyl_castleA.dae: Found too many possible objects to convert - try adding the 'export' property to disambiguate one</p> <p class="error">ERROR: art/meshes/structural/hylian/hyl_castleA.dae: Couldn't find object to convert</p> <p class="error">ERROR: Could not load mesh 'art/meshes/structural/hylian/hyl_castleA.dae'</p> <p class="error">ERROR: CObjectEntry::BuildVariation(): Model art/meshes/structural/hylian/hyl_castleA.dae failed to load</p> hyl_castleA.dae
  2. I'm not sure I understand this part, do I right click the UV in the UV window? Do I select one of the buttons in the UV window?
  3. I still seem to be getting the same error even when in object mode.
  4. Hmm, I've followed the tutorial and gotten to the point where I click Bake, but Blender gives me the error "No objects or images found to bake to."
  5. no I do not, does the UV need a specific name for the engine to determine that it's for the AO map? I assume this is the same case for spec maps?
  6. I do know how to make Ambient Occlusion maps in maya, but Pyrogenesis continued to crash on me when I included them in my files. I decided to not bother with them in the meantime. Unfortunately a log is not generated: Perhaps there is something wrong with my AO map: hylian_castleA_ao.dds I am using the player_trans_ao_parallax_spec.xml material, and yes I have a spec map too.
  7. No, I want life and color and saturation, not the "grey and brown" look.
  8. Well I've almost got the first faction done, almost all their buildings are in:
  9. Some of things I can have in 0AD that I could not in M2: - Healing units in battle - Spawning units when a unit dies (very handy for the Gohma) - Having different resources that only certain factions can use - Proper naval battles (I had to really bend and break Medieval 2 to get those to work) - No hardcoded faction or unit limit. Medieval 2 has a hardcoded faction limit of 31. Its unit limit is 500.
  10. Is there any tutorial on how to get battalions to work? I'm having a blast with this engine, it's so much easier to work with then Medieval 2. In just two weeks I've been able to implement many ideas not possible in M2. Even the frustrations I had getting my animations in are minor compared to the headaches that Medieval 2 causes trying to mod it I'm going crazy with buildings:
  11. I might do something of the sort after I get their buildings and techs in. On the subject of videos, does 0AD support any kind of video format for cinematics? My game has a lot of cinematics that I'd port over from from the Total War version. It would be great if mp4 or wmv formats were supported.
  12. Yes this is the entire Hylian roster, except for their siege units and Heroes.
  13. Well, I've gotten most of the units for the first civ (The Kingdom of Hyrule) and their animations in the game: Here's a bit more details on their units:
  14. This method doesn't seem to be working. I still get the "can't fire projectile" error when my archers attack enemies. It seems like it has to be on the main actor and not attached props. Is there not a simple way to make it so I can have projectiles fire from a bone called "bone_Rhand" and not "projectile"?
  15. Hmmm, another small problem I'm running into. It seems 0AD is getting confused about my skeletons. I have a skeleton for capes and flails, and when I put both skeletons in at the same time the more recent one breaks the other and all animations tied to it fail to run. They both have unique skeleton id's, do they also have to have a unique name for their root joint? Is there perhaps another way to specify exactly what skeleton an actor uses instead of letting the engine handle it automatically? How do you change what bone a projectile fires from?
  16. Another prop related question, is it possible to spawn more than one prop per bone? I have a prop attached to a model's root bone, and when they gather resources it spawns a cart at the root bone but removes the original prop that was attached to them. I'd like both to appear at the same time without one removing the other. EDIT: Also please tell me it's possible to have projectiles fire from a bone of my choosing and not one specifically called "projectile." I really don't want to redo all the skeletons and animations I just spent the last week getting in just because of this detail.
  17. I guess another question while I'm at it, is it possible to offset a prop from the bone it's attached to? For instance say I want a cape attached to a neck joint but I want to offset it by 2 on the z axis.
  18. I've got another question, how do you make arrows vanish in the middle of a ranged attack? I've got the arrow spawning fine: But can't seem to get it to vanish. I presume it's done in the ranged attack animation file, here's mine: <variant name="attack_ranged"> <animations> <animation event="0.35" file="HC_biped/biped_hum_archeratt.dae" load="0.75" name="attack_ranged" speed="100"/> </animations> <props> <prop actor="" attachpoint="bone_Rhand"/> <prop actor="props/units/weapons/hylian_arrowA.xml" attachpoint="bone_Rhand"/> </props> </variant>
  19. I got all my humanoid biped animations in and they all seem to be working. I now have the first fully animated model in the engine: Hopefully in the next week I'll have some more interesting units to show.
  20. Haha I got it to work! Apparently the problem was that no vertices were skinned to those two bones. So something has to be skinned to a bone or the bone is just ignored by the engine?
  21. It's really strange, it seems to work with every bone except for the left and right hands. I've tried the elbows, feet, knees. They all work just fine, except for the two hand bones. I wonder why it won't recognize those two bones.
  22. Nope, still does't seem to fix it. bone_head still works, even after changing its name to just head.
  23. Removing them from the skeleton xml file doesnt seem to solve it, still getting: <p class="error">ERROR: Failed to find matching prop point called "bone_Lhand" in model "art/meshes/hylian/hyl_townguard.dae" for actor "hylian_town_guard_b"</p> <p class="error">ERROR: Failed to find matching prop point called "bone_Rhand" in model "art/meshes/hylian/hyl_townguard.dae" for actor "hylian_town_guard_b"</p> Here's the skeleton in blender:
  24. The error I get is: Failed to find matching prop point called "bone_Lhand" in model They are spelled correctly in the skeleton xml file: <bone name="bone_Rhand"> <bone name="bone_Lhand">
×
×
  • Create New...