-
Posts
2.079 -
Joined
-
Last visited
-
Days Won
90
Everything posted by wackyserious
-
-
-
Could not load mesh in game
wackyserious replied to wackyserious's topic in Tutorials, references and art help
-
Could not load mesh in game
wackyserious replied to wackyserious's topic in Tutorials, references and art help
Ah, I totally forgot about that one, thanks! -
Could not load mesh in game
wackyserious replied to wackyserious's topic in Tutorials, references and art help
Thanks! It worked, but why was my mesh off-scale? I imported a .dae file from the game to base my mesh on it, but the my model looks so small on Atlas.. by small, I mean a really, really tiny one.. -
Help, can someone explain to me why I'm getting this error? I followed the basic 3d implementation tutorial on the wiki, but I get this error when check the actor file on Atlas [ 755.875] error: art/meshes/props/ruins.dae: Assertion not satisfied (line 569): failed requirement "mesh is made of triangles" [ 755.875] error: Could not load mesh 'art/meshes/props/ruins.dae' [ 755.875] error: CObjectEntry:: BuildVariation(): Model art/meshes/props/ruins.dae failed to load
-
Thanks! Reading this one really helped me a lot https://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics I'm not sure if I'll manage to finish all the ruins piece.. that one mesh took me hours to complete.
-
The barracks looks cool! Stan, here's what I have in mind about the ruins that I discussed at I installed Blender and watched tutorials again earlier today and made this, UV mapping is really painful.. (scale is the same as a single short stone wall)
-
- 2.) and 3.) are most likely the common ones - 4.) is very much similar to 3.) only with aventails, plus brass parts - 1.) was more likely ceremonial or onamental (including this would be optional, IMO)
-
@stanislas69 Nice! The cloth on the bench + the shield makes it very distinctive, we should also use it on the Civ Center. But Le Druide Gaulois mentioned that there was already a concept for the barracks. We can maybe use it as a placeholder for the mean time. Here are some concepts for the market, it uses the Atlas stall entity/props (The one on the right also uses two bench props)
-
Exactly My example above was just a photomanipulation and not an actual mesh
-
[Millenium A.D. Part1] Saxon Architectual Reference Pack
wackyserious replied to Le Druide Gaulois's topic in Art dev
I believe those are Roman period ruins, it would be nice to have those as eyecandy Individual pieces like these, so that you can create a ruins from scratch Arches/Doorway ruins would also be nice -
I also want this, even if it is just a mod, something that appears alongside the generic and specific names. The names will be chosen randomly, like how AI names are chosen. It will be hard to research ancient names though..
-
IIRC, @Trinketos handles the Mesoamerican mod project Here's a link to his Mesoamerican building development topic
-
[Millenium A.D. Part1] Saxon Architectual Reference Pack
wackyserious replied to Le Druide Gaulois's topic in Art dev
Source: www.canterburytrust.co.uk -
Edit: Another source on Anglo-Saxon clergy http://regia.org/research/church/church4.htm I've found this one before, I'll try create a texture based on the monk illustrated below I've got a new simpler variant of the clergy texture, a plain long dress
-
-
Just Roman Things
wackyserious replied to wowgetoffyourcellphone's topic in Introductions & Off-Topic Discussion
Declaring war on a marine god and stabbing the water at the beach, just Roman things... Romanes eunt domus - Brian of Nazareth -
Thanks, It will be very helpful if you can suggest or create a nice design document for the 8th-9th century Byzantines Here's a sample of the Anglo-Saxon design document Once you've made one, you can post your suggestion on the main Byzantine faction topic. But IMO, the Byzantines won't be a priority since most of the current factions aren't even finished (and the Umayyads too)
-
@Andrettin Yes, I saw them, I'll also add those as texture variants too The reason I created the ones above first was because, those textures are based on a primary source from that period, the Stuttgart Psalter
-
-
Ah, I misunderstood it, I'm sorry XD I still don't quite get it, haha, if you are talking about the thick cloth armor and the shirt not matching, the shirt material is made of linen while the cloth armor is made of heavily stitched wool But if it is about the white tunic on the clothing edges not matching, I still haven't reworked it, XD and that white cloth is supposed to be a linen undertunic, elaborate clothing details are going to be added on the top (colored) tunics.
-
Those were done recently, days after the Alpha 20 release I'm planning to use a red-yellow color scheme for the Anglo-Saxons padded cloths (Most of the textures in our current source file are now using multiply layers and clipping properties, so it is now very easy to recolor and tweak things, unlike the old source file)