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The Undying Nephalim

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Everything posted by The Undying Nephalim

  1. Thank you so much! In the meantime I'll try and see if I can replicate what you did earlier with a different animation.
  2. This was the problem, it loads up now! If it's not too much to ask, when you have time could you perhaps give me a step by step process of how you got this to work? What programs you used and what actions you did? I'd like to try and replicate it so I can do all of this myself for my other animations. Thank you so much for at least proving my animations can be ported with no problems!
  3. Did you seriously just get my model and animation to work? Let me download that file and see what you did... EDIT: Whatever this is I cant get it to work. Adding -mod=Htest -editor to the exe and starting the editor doesn't seem to enable an Htest unit.
  4. 1) How do you assign the t-pose skeleton to a mesh? Is it done in an xml file? 2) Where do you change the skeleton armature name? I dont see armature anywhere in the skeleton xml file. 3) Is this .dae looking better? HTW_biped_charge1.dae
  5. My skeleton has a root bone all other bones are attached to, bone_pelvis
  6. I only have one mesh object, welded polygons, no materials, and no ambient occlusions on my animated skeleton.
  7. Yeah it seems no matter what I do my animations refuse to work at all. The same error in Atlas: "Exception caught while parsing a COLLADA document from file". I've tried exporting my animations as DAE's from both Maya and Blender and still this problem. hyl_knight_tpose1.dae HTW_biped_charge1.dae
  8. Well I tried playing the animation in the Actor view of Atlas, got some errors: Does incorrect prop points break an animation or might there be something else wrong?
  9. I'm an idiot, yeah not putting // was the problem. Looks like it converted to an xml just fine. Now to see if the animation shows up in the game...
  10. The close up higher poly versions are about 10,000. Medium range LOD's are 5000, long range LODs are 2000 or less. Some of my larger monster units and bosses are about 20,000. This is why I think LOD's would be a good idea.
  11. I suspect the issues I'm running into are my dae files, and not the xml files or the python script. This is because I use Maya to export my animations as dae's and it might not be exporting them quite the same way that Blender does. The most convenient method would be a tool that generates skeleton xml's like yours does.
  12. No worries, I'm really thankful for any help. I just feel like things get too tedious when cmnd prompt gets involved.
  13. I feel like if I have to use cmd prompt to convert all my animations (there are several hundred) then it's a bit too ridiculous. Is there another tool that can maybe generate xml files from my dae's? Or can someone maybe check the dae's I uploaded and see if they are the actual problem?
  14. cmd prompt got it to run, here's the Error it gave me:
  15. I have Python 3.5.0 installed as the readme recommended. I'm running it on Windows 7.
  16. I highly recommend implementing LODs at somepoint, it could help out with frame rates and performance. I put the .dae filepath after FILE_NAME in the skeleton_generator.py. Tried double clicking it to run, dropping the dae on it. Nothing happens.
  17. The converter does not seem to be working. I've changed the file path and no error messages are showing up. I suspect something is wrong with the dae's I'm exporting. Another question I forgot to ask: - Does 0AD support LOD's? A lot of my models are rather high poly, but I use lower poly LOD's at greater distances so the frame rates don't tank. I can't seem to find anything that indicates there are LODs in the engine.
  18. I'm keeping some of the whimsy of Zelda's various art styles, but I'm a fan of the more realistic looking games like Twilight Princess. My Stalfos kind of represent that:
  19. Thank you guys so much for responses, this is all sounding really promising and I'll attempt to mess with the engine and see what can be done. First off... This script sounds handy, is it just a bat file that runs on python or some thing of that nature? I'll attach the dae's for the animation I'm trying to get in, as well as the T-pose for the skeleton to the post. hyl_knight_tpose1.dae HTW_biped_charge1.dae I'll eventually replace probably everything with my own textures, although I should note that some of the factions will change the landscape around their buildings. The Kokiri for instance will create lush green patches around their bases that grow trees and bushes for harvesting. Yes, I have the Dead Sword as a Stalfos unit, and the Poes as an NPC unit in Hyrule: Total War. They'll both get ported over to 0AD: If anyone wants an idea of the kinds of civs and units you can expect to see, I have a wiki with everything as it is in Total War: http://hyruletotalwar.wikia.com/wiki/Hyrule:_Total_War#Factions
  20. Hey everyone, Several years ago I was considering creating a sci-fi RTS here in 0AD. Due to my other project taking up too much time, I sort of set it off to the side. After getting fed up with the Medieval 2 engine I'm considering porting that big project, Hyrule Total War to 0 A.D. now. I've started some preliminary work, porting a few of the static buildings over from Medieval 2 into 0AD: I just have a few questions before I make the decision: I thank anyone for their replies, and I hope I can come back to 0AD soon.
  21. I suppose I can show some of the things I've haphazardly worked on over the last six months. These were the last models I made, a few weeks ago. Two units for the Ekoset: After I finish making the models for a faction in my other mod I might set aside a week or two to finish up the models for the Ekoset here.
  22. I think I'm almost at a point where I can comfortably delay my other works.
  23. Yay, I finished all the units for the fourth civ: The info on them: Annnnddd now I vanish for 2-3 months as my day job halts it all. See you guys then with the roster of units for the next civ.
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