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Posts posted by Adrix

  1. Hi everybody,
    A bit of a follow up of an old question about how to resize an unit. I'm trying to rescale an existing animation file but every time I end up with weird results. I open it in maya, resize it all, export dae, then re-import in blender to apply the change and re-export in a 0ad readable format. But the end result is all stretched out, even though the animation itself looks fine in blender (though if I try to reimport it once more, it's all weird. Even though it still looks fine in Maya). Anybody got a methodology to reisze animations ?  I'm pretty sure this is possible because I managed it once with a previous work, but impossible to remember how.

    Thank you in advance

  2. Thanks for the answer ! @Stan`
    There are no animations associated with the actor file yet, only the mesh. The issue starts with blender itself but I think it's the same idea, the scaling isn't supported. Either that or it's an import/export issue between maya and blender.
    Starting to think it would be easier to just redo the all thing, as time consuming as it would be.

  3. Hi there ! Me again begging for help =P

    So here is my headache... I've prepared a new unit by rescaling and modifying an existing one. I did all of that on maya.
    But, once I try to export it to blender (to then re-export it so 0ad can use it), the scale reset to what the original unit was. I haven't found a way to go around this, every try ending up with either the rig, the model or something not being the correct size.

    I join the dae file after coming out of maya (so the right size). Once opened in blender it becomes man-sized once again, instead of giant. But it stays the right size if re-opened in maya.

    This is driving me nuts @@" Any idea how to work around that ? I can't imagine how much of a nightmare it's gonna be once I start animating too.


  4. There is a special capture component ? That mean you'd have to add the capturable component to all units though.


    I imagined a unit that (again, aoe rip off) use conversion as a ranged attack. Instead of dealing damage to an unit it steals it after a couple of seconds of  'attack'. 



    • Like 2
  5. Yes I'm working on a submob for Hyrule Conquest; adding a couple of extra factions but struggling for certain mechanics we have in mind. And thanks for the conversion ^^ I will look into that !

    EDIT : If I understand you can set some units to be capturable but not give the ability to convert to specific units ? (like the priest in AoE)

    • Like 1
  6. Hi again ! Here to ask more questions !

    I would like to create a unit that can spawn with either a spear, a sword or a mace, which mean different damage types and different actors (though I suppose it would be possible to create a single actor for all three). Is there a way to do this at the moment ? I didn't succeed in using variant in a template but it might just be stupidity. I thought of creating 4 templates (1 base and 1 for each version) and have a random version be picked when the unit if trained. But I have no idea how to do such a thing either.

    (While I am at it, is there a way to convert ennemy units ? (think wololo))

  7. Quick update (sorry for the double post)

    Same result with 3ds. BUT the error message disappears with Blender so that's seems to indeed be the issue. What I now have is this unholy abomination of hell. But that's my export which is screwing up (Once exported the rig is a 90° compared to the mesh). I will study blender export more.

    EDIT : Fixed the 90° thing, still get the zora from hell °^°'

    EDIT AGAIN : Alright ! Finally managed ! Just needed a blender plugin for better dae exports. Thanks again everyone !



  8. I did some extra checks after taking all that into account (changing the animations used etc...)

    Aaaand I think I found the issue. Seems like the rig, while present, isn't connected to the mesh anymore in my re-exported file. Which I assume makes it non-existent for 0ad.

    So I re-expored again with a few changes and now the rig works as intended in maya (added the file). Good. But 0Ad now tells me this



    With the mesh not showing up at all. Probably a Maya/export settings issue.


  9. Hi there,
    Newbie trying to take on modding. Right now I'm just trying to add custom units to Hyrule Conquest for @#$% and giggles before expanding on new stuff. But I'm having issues with exporting rigged models.

    I managed to import non-rigged meshes and have use them (thanks for the guide and tips on the discord btw, very helpful ^^). Things get more messy with rigged ones.

    As a start I'm only using models and animations already present in the mods, so I at least know that the problems doesn't come from the model itself. I created a new actor and template and setup everything.

    In the case, it's Mipha's model, just recolored and using a Zora's set of animations. The skeleton matches.
    If I copy paste the original Mipha's meshes .dae and point to it, it works fine (there is a small animation glitch with the tail but overall the unit works as intended).

    But if I open the .dae on Maya, re-export it without modification, and then point to that new file in the actor, I get this

    If I understood correctly there should be a xml file for each skeleton ( created using the convertor), but I couldn't find where to point out to that file. And regardless, shouldn't it work anyway since it the same Zora Skeleton already used elsewhere (unless I must change something in the dae file itself ?) ?

    Or is it something I'm doing wrong with the export ? Here is my setup in the attached files, if it's of any help

    I also added the dae file generated.

    Sorry to ask for assistance. I've been going in cricle with that for a few days now and I can't see myself addind my own stuff if I struggle with already made one T T'



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