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Rahcul

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Posts posted by Rahcul

  1. 1 hour ago, stanislas69 said:

    Okay, so this is a more "recent" change.

    Let's take some materials as examples

    
    <material>player_trans.xml</material>
    <material>player_trans_spec.xml</material>
    <material>player_trans_parallax_spec.xml</material>
    <material>player_trans_ao_parallax_spec.xml</material>

    First one just needs a diffuse texture. ex:

    
    <texture file="skeletal/kart_cjv_e_1.dds" name="baseTex"/>

    Second needs diffuse and spec. ex:

    
    <texture file="skeletal/kart_cjv_e_1.dds" name="baseTex"/>
    <texture file="skeletal/kart_cjv_e_1_spec.dds" name="specTex"/>

    Third needs diffuse and spec and a normal (parallax) map

    
    <texture file="skeletal/kart_cjv_e_1.dds" name="baseTex"/>
    <texture file="skeletal/kart_cjv_e_1_spec.dds" name="specTex"/>
    <texture file="skeletal/kart_cjv_e_1_norm.dds" name="normTex"/>

    Last one needs an ao  map on top of that. ex:

    
    <texture file="skeletal/kart_cjv_e_1.dds" name="baseTex"/>
    <texture file="skeletal/kart_cjv_e_1_spec.dds" name="specTex"/>
    <texture file="skeletal/kart_cjv_e_1_norm.dds" name="normTex"/>
    <texture file="skeletal/kart_cjv_e_1_ao.dds" name="aoTex"/>

     

    I did try it that way, but now the editor just crashes and says:

     

    (error while formatting error message)

     

    There is no other error message.

  2. On 1.2.2018 at 12:09 AM, stanislas69 said:
    
    <?xml version="1.0" encoding="UTF-8"?>
    <actor version="1">
      <castshadow/>
      <group>
        <variant frequency="1" name="Laconic Sword">
          <mesh>props/weapons/spartan_test.dae</mesh>
          <textures>
            <texture file="props/weapon/prop_test.png" name="baseTex"/>
          </textures>
        </variant>
      </group>
      <material>basic_trans.xml</material>
    </actor>

    Yeah just like this example you can have no props.

    I see, sorry for being this late in replying, I have encountered another error though:

     

    <!DOCTYPE html> <meta charset="utf-8"> <title>Pyrogenesis Log</title> <style>body { background: #eee; color: black; font-family: sans-serif; } p { background: white; margin: 3px 0 3px 0; } .error { color: red; } .warning { color: blue; }</style> <h2>0 A.D. (0.0.22) Main log (warnings and errors only)</h2> <p class="error">ERROR: Actor gaul_test_building: required texture sampler aoTex not found (material art/materials/player_trans_ao_parallax_spec.xml)</p>

     

    I guess it has something to do with textures and materials, im just not quite sure what?

  3. 42 minutes ago, stanislas69 said:

    For actors:

    
    binaries/data/mods/public/art/actors/structures/{civ}/building_name.xml

    For prop actors:

    
    binaries/data/mods/public/art/actors/props/structures/{civ}/building_name_propname.xml

    For meshes

    
    binaries/data/mods/public/art/meshes/structural/{civ}/building_name.dae

    For mesh props

    
    binaries/data/mods/public/art/meshes/props/structures/{civ}/building_name.dae

    Though currently it's a complete mess and is in the following folder.

    
    binaries/data/mods/public/art/meshes/props/{civ}_building_name.dae

    For textures for main buildings

    
    binaries/data/mods/public/art/textures/skins/structural/{civ}_struct.png

     

    What if I do not have any prop actors etc. and just the bulding itself, can I just ignore all the prop actor code in the actual actor file or do I have to delete them?5a7230c5da0ea_notepad_2018-01-31_22-09-24.png.0fad0a555de593de37bdccabdf5c9154.png5a7230dd83519_notepad_2018-01-31_22-09-47.png.abea68874556976b43119aa9bd68f440.png5a7230f7cf288_notepad_2018-01-31_22-10-01.png.a571e00479c35449acb35da0aaeb55e8.png

  4. Thank you, it finally worked! You can only see it from one side of the camera angle but I can probably fix that in blender.

    If you could let me know what exactly you changed in the code for it to work, that would be great.

     

    Thank you again and I will let you know if I need help with anything else if that is okay!

  5. hmm, is there any rule on how to name the different props like swords for example, because if I try to put the sword into the game, with the directories you told me, I get this error message:

    <!DOCTYPE html> <meta charset="utf-8"> <title>Pyrogenesis Log</title> <style>body { background: #eee; color: black; font-family: sans-serif; } p { background: white; margin: 3px 0 3px 0; } .error { color: red; } .warning { color: blue; }</style> <h2>0 A.D. (0.0.22) Main log (warnings and errors only)</h2> <p class="error">ERROR: Could not load mesh 'art/meshes/props/spartan_test.dae'</p> <p class="error">ERROR: CObjectEntry::BuildVariation(): Model art/meshes/props/spartan_test.dae failed to load</p> <p class="error">ERROR: Could not load mesh 'art/meshes/props/spartan_test.dae'</p> <p class="error">ERROR: CObjectEntry::BuildVariation(): Model art/meshes/props/spartan_test.dae failed to load</p> <p class="error">ERROR: Could not load mesh 'art/meshes/props/spartan_test.dae'</p> <p class="error">ERROR: CObjectEntry::BuildVariation(): Model art/meshes/props/spartan_test.dae failed to load</p> <p class="error">ERROR: Could not load mesh 'art/meshes/props/spartan_test.dae'</p> <p class="error">ERROR: CObjectEntry::BuildVariation(): Model art/meshes/props/spartan_test.dae failed to load</p>
     
    And this is what I see in the editor:
     
     
    Also, for a sword it uses a .dds texture file, but for the shield it needed a .png, is there a reason for that?
     
     
     
     

    d882d4c7243fbbdd1016beb28be39fca.png

  6. 1 minute ago, stanislas69 said:

    Can you be more specific than "It did not work" ?

    Can you upload the actor file here ?

    Also note you will only be able to see the shield in the editor by switching to actors(all)

    I can't upload the file, but I uploaded screenshots of the error message and the file

    pyrogenesis_2018-01-27_22-38-25.png

    notepad++_2018-01-27_22-43-24.png

  7. First of all thank you very much for the quick reply.

    I tried creating the actor file and all that comes with it, with the help of the basic 3D implementation guide, but it didn't work since I do not know what to type in exactly because only a crate was used in that example.

    If you could tell me what to type in the code to make the shield work, or link me to a thread where that is explained, I would be very thankful.

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