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Everything posted by Lopess
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==[Task]== Ethnic Egyptian Mercenary Camp
Lopess replied to Lion.Kanzen's topic in Eyecandy, custom projects and misc.
Sin, Envíame el archivo de Blender y la textura aquí y te lo enviaré mañana en un mini mod. -
Civ: Germans (Cimbri, Suebians, Goths)
Lopess replied to wowgetoffyourcellphone's topic in Delenda Est
@DuileogaE eu tenho um projeto ambicioso, porém só podemos nos dedicar nos nossos tempos livres. Ainda em estágios iniciais, vou te enviar um link no seu chat pessoal. Você pode usá-lo como inspiração para algo assim. (Estou respondendo em português pois estou no celular e não sou falante de inglês). -
Thanks @Stan` I'll talk to @Duileoga This can be very useful.
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Textures still under development. It will be another shade of red. Everything here is in development, respectful opinions are welcome, but not all will be accepted.
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They were passed on to me, I am organizing them and I will make them available on Github, as Blender files for anyone who wants to edit and use the files at will. I'm using code to export the files. I would like to automate UV map generation and prop creation.
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A mod designed to make the most of 0ad, with many battles with automatic weapons, maps on alien planets, ships and drones. I've had it for a while now but I intend to make it playable in alpha 27. It is only possible thanks to the beautiful animations created by @Alexandermb . I use a lot of AI generated images (https://www.imagine.art/). In addition to ideas and adaptations, especially in mods Delenda Est and Hyrule Conquest.
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Civ: Yamatai Japanese (aka "Yayoi people")
Lopess replied to wowgetoffyourcellphone's topic in Delenda Est
Alpha 26 https://mod.io/g/0ad/m/delenda-est Alpha 27 Dev: https://github.com/JustusAvramenko/delenda_est -
I'm creating a topic to promote this mod, in which I'm making much of the art created by @Duileoga available. This mod is mainly intended for fun and the promotion of civilizations from the most diverse corners of the world. I hope you like it, as all of this is created in our spare time and without any great intentions, anyone who wants to use art to create the most diverse mods is welcome (and let us know as we would love to play). CIVs: (playable, with some errors, with time they will be resolved) Lusitanos. Mayas. Mochicas. Garamantians. Yamatai. Development (updated): https://github.com/wltonlopes/Endovelico Link official: https://github.com/OilamDuileoga/Endovelico (I'm sorry for my english google translate)
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Civ: Yamatai Japanese (aka "Yayoi people")
Lopess replied to wowgetoffyourcellphone's topic in Delenda Est
The best way is to play the updated version of mod Delenda Est. -
Proposal, Mayan City States [preclassic and classic]
Lopess replied to Lion.Kanzen's topic in Rise of the East
Pessoalmente e profissionalmente estou bem ocupado mas não larguei os projetos, o mais atualizado foi esses que crie com ajuda e conselhos d @Duileoga. https://github.com/wltonlopes/Endovelico -
Inclusion of American civs in 0AD (pre-Columbian)
Lopess replied to Genava55's topic in General Discussion
@man_s_our all mods that are related to the creation of new civilizations depend on a good level of work and time to be carried out, the good side is that much of what these civs need can (and should) be reused from other mods or even from the main game, see in particular Umayyad civ from Millenium AD - REVAMP, they need better models for the buildings, they weren't one of my most inspired creations, Middle Eastern architecture is very different from what I did with Mayans or Japanese. If you need tips, don't hesitate to send messages. -
Don't worry that the learning curve in creating mods in 0ad is very fast, with a little time you will be able to create units, civ and structures with ease.
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Hello, could you send the mod.json that was created here, I believe it could be the cause of these warnings. Another thing that could help is a screenshot of the warnings message.
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Beautiful garden, congratulations! I was born and raised in a large metropolis, but my family has always preserved a beautiful productive backyard with various medicinal herbs, beans, sweet potatoes, peppers and occasionally legumes in general. I'm currently living in a rented house with a large yard, just waiting for a quiet weekend to start a productive project for him.
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Interesting, I can check this here, where would this configuration be?
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It seems to me that using the turrets component it would be possible currently in 0ad (I'm using the alpha 27 version) to create a unit with a turret sub unit, but I'm having difficulties implementing it, I intend to create a turret on top of an armored vehicle in the future , in which the turret has its movement independent of the vehicle, rotating on its own axis fixed above the vehicle. Code: <?xml version="1.0" encoding="utf-8"?> <Entity parent="template_unit_cavalry_ranged_javelineer"> <Identity> <Civ>coalition</Civ> <SpecificName>VBL</SpecificName> <Icon>units/hele/siege_tower.png</Icon> </Identity> <Promotion disable=""/> <Sound> <SoundGroups> <attack_ranged>attack/weapon/rifle_attack.xml</attack_ranged> <walk>actor/human/movement/walk.xml</walk> <run>actor/human/movement/run.xml</run> </SoundGroups> </Sound> <TurretHolder> <TurretPoints> <One> <X>0.1</X> <Y>0.1</Y> <Z>2.0</Z> <Template>units/coalition/infantry_rifleman_assalt</Template> <Angle>1.54</Angle> <Ejectable>false</Ejectable> </One> </TurretPoints> </TurretHolder> <UnitMotion> <WalkSpeed>19.0</WalkSpeed> <RunMultiplier>1.67</RunMultiplier> </UnitMotion> <VisualActor> <Actor>units/coalition/VBL.xml</Actor> </VisualActor> </Entity> Result (The game does not ask for errors, and it seems to me that it identifies the indicated template because when changing its name the game says it cannot find it)
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Proposal, Mayan City States [preclassic and classic]
Lopess replied to Lion.Kanzen's topic in Rise of the East
Hola, pronto habrá una actualización de alpha 27, una vez que se lance. -
DE Part 2?
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Es necesario descomprimir la carpeta antes de su uso.
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Aquí hay una carpeta y un esquema de nombres para los novatos que quieren crear un mod con una civilización completa: mod_ex.zip
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They are already there and playable in alpha 27, there are only inconvenient warnings left when running, but nothing that prevents you from playing. WARNING: [ParamNode] Could not remove token 'phase_city' from node 'Techs'; not present in list nor inherited (possible typo?) WARNING: [ParamNode] Could not remove token 'phase_city' from node 'Techs'; not present in list nor inherited (possible typo?) WARNING: [ParamNode] Could not remove token 'phase_city' from node 'Techs'; not present in list nor inherited (possible typo?) WARNING: [ParamNode] Could not remove token 'phase_city' from node 'Techs'; not present in list nor inherited (possible typo?) TIMER| LoadDLL: 779.075 us