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Intellect

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Posts posted by Intellect

  1. This mod was one of the best mods I've ever seen on a game. i tried it out in October and I was very disappointed with the game-play from it's predecessaor in 2019. I recall the designer being by the name @UndyingNephalim, and I wanted to know if he had a discord. I'd love to continue working on the mod although I think 0 AD needs a complete UI overhaul in order to really make it a snappy experience, like Project Celeste.

    • Like 1
  2. Greetings Everyone. I am trying to recollect how to add animations to the game and I was wondering how I can do that. If I have an animation for a unit on blender, how can I have it set so I can actually put that animation to be played in game? Any links for further reading would be greatly appreciated. Thanks! Merci! Danke!

    • Like 1
  3. 1 minute ago, Silier said:

    Also what exactly do you want to do.

    For changing ui you do not need to change cpp, xml and js is enough, unless you need some functionality that does not exist yet.

    Are you familiar with the Age of Empires online Celeste Project? Basically, I'd like to change the game function so that it no longer requires "territory" space to build. This is a major hindrance to aggressive gameplay because buildings cannot be built forward outside of territorial spaces. However, there are a few game elements that would need to be changed as well.

  4. On 5/30/2020 at 3:22 AM, bb_ said:

    Calculating the distance between two units is fairly easy:

    The distance between the centres of two units can be computed by querying the position components and ask for the exact positions of the units.

    If you want to compute the distance between a unit (with obstruction, like you have with the walls) and a point or another unit, you should be able to use one of the following functions in the obstructionManager:

    
        /**
         * Returns the distance from the obstruction to the point (px, pz), or -1 if the entity is out of the world.
         */
        virtual fixed DistanceToPoint(entity_id_t ent, entity_pos_t px, entity_pos_t pz) const = 0;
    
        /**
         * Calculate the largest straight line distance between the entity and the point.
         */
        virtual fixed MaxDistanceToPoint(entity_id_t ent, entity_pos_t px, entity_pos_t pz) const = 0;
    
        /**
         * Calculate the shortest distance between the entity and the target.
         */
        virtual fixed DistanceToTarget(entity_id_t ent, entity_id_t target) const = 0;
    
        /**
         * Calculate the largest straight line distance between the entity and the target.
         */
        virtual fixed MaxDistanceToTarget(entity_id_t ent, entity_id_t target) const = 0;

    You can query them from JS using Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager).fooDistancefoo(foos)

     

    Hope this helps

    Thanks! Im still a bit confused as far as the specifics go. Could I pm you for more elaboration? Thanks!

  5. 2 hours ago, andremm486 said:

    does anyone know a mod that makes soldiers whatever it is to destroy the constructions or q disable the territory settings so i can build anywhere?????

    Im working on a mod the gets rid of the whole territory restriction. Honestly, its terrible in gameplay to have this territory rule. If you've ever played age of empires, you know how fun it can be to hide right outside your opponents base and stream in spearman from the barracks. HMU if you want to know more

    • Like 2
  6. 8 hours ago, m7600 said:

    This looks much better, much more organized.

     

    Is the mesh supposed to be animated, or is it "static"? I'm asking because they go in different folders. There are some other differences as well. While animated meshes have a material, "static" meshes should not have any material. Sometimes the errors that you get can happen if you misspelled the path to the corresponding file, or if you placed the file in the wrong folder. If you can provide a more complete error log, like it was suggested before, that would very useful for finding out what's going on.

    Thanks m7600! Just got back on my laptop. I actually restarted my computer and everything clicked together. I guess that a quirk of Linux is that it has a mind of its own and chooses when its going to work and when it doesn't. Zoinks! More questions to come!

  7. Hey guys. There is an issue with the game. The skeleton-mesh combo will work perfectly if ONLY two bones are connected, like this:

    image.png.61a5c43229cab7261a0ae14f9cdaacbc.png

     

    However, if MORE THAN two bones are connected, as shown below, you get an error message:

    image.png.e6afdb9b9ffc3c14bad340b51a1cbc3a.png

    In the images I posted, the FIRST one, with only two bones, exports into the game just fine. However, the one with 3 bones doesn't work (Yes, I know what you're thinking. I CHANGED the skeleton files each time I exported the skeleton-meshes) . Everything else is the same. Does the game not support multi-bone chains or something?

  8. Due to general consensus, I have decided to maintain all of my questions in one place @m7600 :loool:

    Now, to start off, I'm having trouble with getting meshes in game. Here is my issue:

    Im creating a very simple tube with armature. I load the .dae file into the mesh directory, and use Stan's skeleton file generator to generate the skeleton XML from the dae file. However, when I open up the game and load up a match, the game shows this:

     

    image.thumb.png.3c13461b9789550f103d9b235a2f8b6e.png

     

    Why must I suffer like this??? WHYYYYYYYY. Also this error shows up when I edit the mesh:

     

    image.thumb.png.cd50518cdb4728e8351dad5e99c68514.png

     

    Here is what my mesh looks like. Check the armature layout. Everything seems fine! WHYYYYY

     

    image.thumb.png.2fe464fa70246210fb0665f60259b0ff.png

  9. 2 hours ago, m7600 said:

    Ok, speaking seriously now, here's a suggestion:

    1) Wouldn't it be more practical to have all of your questions in the same thread? Not only for the people that take the time to give you an answer, but for yourself as well. You have asked some questions several times in different places, some people answered them, but you asked them again because you didn't see those replies. If you had a single thread for all of your doubts, it would be easier for you to keep track of everything. Plus it's more polite.

    2) From what I've seen, your questions fall into two categories: 0 AD specific questions, and general Blender questions. For the former, you have gotten answers every single time. Now, if people don't respond to a question about Blender in general (such as the one you made in this thread), maybe it's because you can find the answer by yourself by watching Blender tutorials on youtube, or by searching your issue on Google. Chances are that someone already encountered the same problem or difficulty, and you can find the answer to it in less than 10 minutes.

    3) If you can't find the answer, and it's a question about Blender in general, not a specific issue pertaining to 0 AD, maybe you would get more replies if you posted it on a Blender forum. Some of us here are Blender users, true, but please understand that if we take the time to answer your questions, we're doing it on our free time, and because we choose to do so. In other words, no one here gets payed to do it. This isn't McDonald's. If you get an answer, great. If not, try to give people a reason to give you an answer.

    4) For your 0 AD specific questions, try searching the forums before posting them, again chances are that someone already had the same doubt in the past. If not, then by all means, ask away. But let me emphasize once again that all of this is volunteer work. Try not to ping people all the time. As a rule of thumb, ping them if you think that what you're posting will be interesting for them to see, not for yourself. In other words, use pinging to make other people's lives easier, not harder. On that note, Stan's "Forum's Butler" title is just some tongue-in-cheek humour. He's not an actual butler, you know? (unless you want to hire him, but I imagine that you'll have to dish out a hefty paycheck).

    Anyways, have fun with the game. Your art looks good from what I've seen, and you have the technical knowledge to work things out. Just try to be a tad more organized, and patient.

    Thanks man! Should I just start a thread called "My Annoying Question" and bitcoin anyone who cares to respond? :banana:

  10. Hey guys! So I made a building mesh from scratch, but when I go to color it in blender (yes, I DO color in blender, a little!), the paint auto-colors nearly the whole object. The UV map looks terrible too, and is clearly not allowing me to color ANYTHING. Can someone give me any tips on how to better unwrap meshes and such for painting? @Stan`@Itms@m7600

    THanks!

  11. Hey guys, can someone describe the best way to go about upgrading units?

    Like, say I wanted to upgrade a building into a "moveable" unit, similar to xionggu, but I wanted "other" upgrade options as well at either stage. How could I do this?

     

    Also, off topic, butho can I remove the <buildingrestriction> on the kennel? Thanks!

  12. On 5/22/2020 at 2:11 AM, LordGood said:

    That depends on whether its an animated mesh or not. Meshes without animations need to be exported with child empties in the desired prop location renamed prop-yournamehere. Make sure your empties are selected on export if you export by selection, but make sure the mesh itself is the active selection. yournamehere will be the assignable point in the actor editor.

    In animated mesh files this needs to be a child bone on the armature instead of an empty, similarly named prop-something.

    I noticed that blender 2.8 doesnt really work when adding the prop points. Is there a reason for this? 2.79 works fine, but it's still a bit wonky.

     

    For example, I'm using the Hyrule .dae files and trying to structure new prop points for units in a new civ I'm working on.

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