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Bigtiger

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Everything posted by Bigtiger

  1. This weeks progress update Structures: Market, Fortress, Temple, Sentry Tower and Barracks. Map: Malbork Line (2)
  2. I hope to have the Teutonic Faction finished for the end of December, along with the troop selection, and a few maps to go with it that are compatible for 0ad and some that are made just for the mod. When the mod is first released it will be a basic faction mod, but with plans to grow into something bigger. I'll be working out all the balancing and game play features with the Teutonic faction, and once that is all done then more factions will come.
  3. Melee soldiers are going to be diverse, as im looking at having light to heavy infantry with each one having their own perks and weapons. I hear you on the range units, they are going to be hopefully setup to work as a support unit, easy to maneuver in the battlefield with good speed, but not dominating the battlefield (except for the English long bow men as they are an exception). One kind of troop that I want to make are banner men. They will have a small area effect which will give good melee/range perks, close to what some heroes currently do. Im not sure if there is a cap on how many troops the game can allow to be made from a barracks, fortress or civ center, but if a large, balanced, diverse troop selection can be made then that would make me happy. Allowing for many different army builds is always a plus. INFANTRY Swords/Blunts/Axes 2 types of light infantry 2 types of medium infantry 1 type of heavy infantry specialized unites: vanguard, champion units. INFANTRY pole-arms 1 type of light infantry 1 type of medium infantry 1 type of heavy infantry specialized unites: pole-arm vanguard, champion units. CAVALRY Light-Lancers Sword-Cavalry Heavy Lancers Champion Lancers Range Units Archers Support Priest (healer) Banner Men (melee/range boost)
  4. Thanks, i'm working at trying to get the Teutonic faction finished as soon as I can. Once the Teutonic faction is finished I can use some of the same building designs for a polish civ as they share similar architecture designs. Atm im working at getting the market finished, and designing the barracks
  5. Teutonic Order Faction Update. Walls are about 90% finished, as the gate animations are still under development. The gate door will fit 2-3 units wide, making for a choke point if used this way. gate size reference, https://www.dreamstime.com/stock-photo-gate-malbork-castle-medieval-teutonic-order-crusaders-poland-image72248634
  6. @stanislas69@Alexandermb Thank you for your replies. I'll defiantly use your skeleton maker, as that is more then likely what im missing. Currently im using my own armatures and mesh, so there hopefully shouldn't be any conflicts with 0ad's. I have also downloaded Millenium Ad and now going through how you did it as well. I'll let you know when I figure this out. Animations aren't my best of talents, so wish me luck!
  7. I've read through the guides for animation importing from blender to 0ad, but im running into some difficulty. It could just be my lack of understanding of how importing animations into 0ad works, but im willing to learn and bring on the headaches. If anyone has any important tips on how this works that would be amazing. I've gone through this tutorial ( https://trac.wildfiregames.com/wiki/AnimationExportTutorial ) and its been very useful, but if you have any more guides I might have missed, please share.
  8. Teutonic Order Faction Update, Troops are almost finished, and moving on to structure development. Malbork Castle: Teutonic Civ Center https://en.wikipedia.org/wiki/Malbork_Castle
  9. My meshes for structures should be fine if I try to limit them to 1-2k verts, and use lower bit textures. Teutonic Order unit development pic.
  10. This is the design that i got for the castle, it might not be an exact replica but inspired from it. I do want to make it historical accurate as much as I can, but I am working on a second castle and trying to get more details with the mesh and textures. https://en.wikipedia.org/wiki/Orford_Castle All textures are from 0A.D. I used the textures from the 0ad files and edit them. Is this okay or should I be using my own? For the 0ad engine, what would be considered high poly. I have modded before in M&B and if you can shave polys off you did it. Thank you for all the responses.
  11. Wasn't aware there was a second part to Millenium AD. If the Millenium team is looking for this kind of material then i wouldn't mind contributing, but I'm also interested in making something separate that wouldn't be the same as Millenium AD.
  12. Hello 0.A.D. Community, I've been developing a mod for 0 A.D, and i'm wondering if anyone would be interested in seeing a mod which focuses on the time frame during the 13th - 14th century. This period would offer many forms of weapons, armors, and factions to choose from. The gameplay will be more focused on a faster gameplay, large scale battles, and castle/city development. Here is what i have worked on at the moment. Here are some pics from which i get my inspiration for the mod! https://www.pinterest.ca/pin/486388828480294447 Please let me know if this is a mod that you would like to see developed.
  13. Wow, you're the best stanislas69. It was the player_trans_ao_parralax_spec. I changed that to player_trans.xml and the mesh seems to load just fine without any errors. Thanks again
  14. i'll look into that this week and see what comes up. I found the crash log file, but any hint on what i should be looking for. Debugging isn't something i do often, but ill read through the wiki see what i can find.
  15. here is the error that comes up. It will either pop up or the atlas will force close with no error dialogue. I can work around the error, but not sure what is causing it at the moment. If i try to break it this is what comes up.
  16. I finished my wall set this weekend! Im only having an error when going into atlas and selecting one of the wall parts, which then closes the map editor. My current work around for this error is select another object and place it down, then select my wall. The error seems to subside when i do this.
  17. I got the gate to work with attachment point ''root'', now im just finishing up the textures and the wall settings so its not clipping where it shouldn't be. The wall set is a pain to get right. Thanks for offering assistance. At this moment I think i got it handled.
  18. Thank you, there is still lots to learn but ill fix the textures once i get the walls functioning in game. At the moment im learning how the attachment point works for the gate, then onto final texture details.
  19. I made a wall set for my mod and im looking for the file to change the wall set for a faction, but being blind as a bat i cant seem to make sense of where its located. I'll keep looking, but help would be greatly appreciated.
  20. Thank you Stanislas69, i'm now modding my mod thanks to you!
  21. I have the object working now as an actor, also i changed the basic_tans to basic_tans_wind, much better now. Have only one question where do I pace my files to make it show in entries, or is there a guide some where. Looked on the forums but couldn't located it.
  22. Thank you for the suggestions. There are fish in clusters of 3-4 around all shore lines. None of the fish are out in the middle of the ocean. There could be some things that i could improve on, like adding more trees, but im not an expert at map making and i don't want the map to run slow if there are too many placements such as trees, fish, or any other rss. In the future I would like to release a mod as a map pack, but got to learn the modding side, which i'm currently doing.
  23. Thanks you stanislas69, it was the the basic_trans.xml! Now my frustration can ease away.
  24. Thank you stanislas69, i'll see what i can do with the instructions you gave. It should lead me in the right direction.
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