Mr.lie
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Posts
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Joined
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Last visited
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15
Posts posted by Mr.lie
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11 hours ago, Stan` said:
Yep...
And finally, in the actor file, adding them as prop with attachpoint "root"?
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1 hour ago, Stan` said:
Well you need to delete the materials. And if they somehow use different textures you have to either
Merge all the textures into one and tweak the uvs.
Select your model go to edit mode press P and select split by material then export every different pieces one by one.
Do you mean, export every piece as *.dae?
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36 minutes ago, Stan` said:
You can only have 1 material. Recommended is 0.
So what have i to do in the "cottage" example above?
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1 minute ago, Angen said:
hi,
make sure that all vertexes are connected, there cannot be the standalone vertexes.
also whole model needs to be one object.
faces needs to be triangles, so or triangulate when exporting or use triangles directly.
Hi,
thank you for the quick reply. All the things you say, i've done dozen times. Please, can you take a look at the files i've added? Please, just import the "cottage.obj" into blender, export as *.dae and attach the *.dae temporarly to an simple actor of the Main-Game and try to show him in Atlas. Thank's again in advance for your efforts.
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Hi all you experts,
since a few days i started learning the use of Blender to create models. For that i'm downloading several 3D-Models and tried to make actors for the game. In Blender i import the *.fbx, *.obj or *.dae files and export them as *.dae. There are game-ready models or models with according UV-Maps and so on. For some created actors there is no need of uv-maps, so they became the <material>objectcolor<material>, others with "spec", "AO" or "norm" Maps became the other available materials.
In only the half i got a more or less acceptable result:
In most cases, i got the error:
I've followed
and search the www for help.
So, concret a simple example:
files: cottage.zip
All tries on my side resulting in the error above ... Sometimes, when deleting the materials, i got the actor working, but then without textures.
Please can you describe in a few steps, what i'm making wrong? I'm sure, it is only a little thing for you ...
Thank you in advance for your efforts.
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Sorry for the long, black end. I didn't see this before ...
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1 hour ago, Nescio said:
While such walls would be larger than the currently existing walls, their footprints are still smaller than those of civic centres, or wonders. Moreover, walls are not built in every match; the AI never does, and on small maps an early rush can already win the game. Besides, I'm proposing giving the Han three sets of walls, making them stand out from other civs and giving players a choice; the largest walls would mean a significant investment in time.
By the way, I'd love to see a proper Gallic wall in game!
Sorry, I still fail to see what's wrong. But if you understand what the problem is and how it can be fixed, could you make a pull request to https://github.com/0ADMods/han_china ?
With revision 122 stan made several changes:
Most likely i would make a pull-request, but if you don't see, what's wrong and if you don't get errors, there is no need for that, then only i have this problem.
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18 hours ago, Nescio said:
It's unclear to me which revision you mean. Moreover, on my end I don't get errors. Could you update (svn up) 0 A.D., update (git pull) the Han China mod, disable all other mods, and try again?
Although i was sure about the reason for these "smoking cc's" i've disabled all mods and got a clean "han_china_mod". The result still is the same as described:
After changing "civil_centre.xml" to this:
and "cicil_centre_no_towers.xml" to this:
all things are as they should - no dust.
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@Nesciorevision 122 han_china_mod breaks the actor "civil_centre" and "civil_centre_no_towers". The "construction_dust" always appears, missing the variant "alive".
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It works now - thank's
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It works now, thank you, Angen
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After update to SVN-Version 24371 when starting Atlas, the following error occurs:
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43 minutes ago, Duileoga said:
Buenas
Sus aportes son muy muy interesantes y si tiene alguna referencia en dibujos de fuentes históricas u otras referencias corroboradas me encantaría ayudar para el desarrollo de los Tracios .
Disculpe las molestias*
Hola, por desgracia, no soy un experto. Hay un mod en "https://github. com/0ADMods/share". Allí encontrarás material en la carpeta "\thracians". Es de LionKanzen y/o Wowgetfoffyourcellphone. Sería genial si pudieras completar el "ThracianGovernament Center". Me temo que no puedo
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After update to svn 24233 and rebuild it works - thanks.
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I've just updated to 24232 and gotthis error:
WARNING: MSAA is unsupported.
ERROR: Failed to load effect 'cas'
SpoilerAssertion failed: "0 && (L"Can't find a usable technique")"
Location: ShaderManager.cpp:489 (CShaderManager::NewEffect)Call stack:
CShaderManager::NewEffect (shadermanager.cpp:489)
this = (unavailable)
name = 0x08DB1B88 -> "cas"
baseDefines = 0x006FEBB4 ->
m_Items = 0x08E2D708 ->
items = (unsupported vector<pair<CStrIntern,CStrIntern> >)
hash = 1912632625 (0x72007531)tech = 0x006FEBB8 -> (shared_ptr<CShaderTechnique>)
XeroFile =
m_Pointer = 0x08F60055 -> [8] { 126 ('~'), 0, 0, 0, 0, 0, 0, 0 }
m_ElementNameCount = 4 (0x00000004)
m_AttributeNameCount = 2 (0x00000002)
m_ElementPointer = 0x08F6000C -> [8] { 7, 0, 0, 0, 101 ('e'), 102 ('f'), 102 ('f'), 101 ('e') }
m_AttributePointer = 0x08F6003E -> [8] { 7, 0, 0, 0, 115 ('s'), 104 ('h'), 97 ('a'), 100 ('d') }m_XMBBuffer = (shared_ptr<unsigned char>)
Root =
m_Pointer = 0x08F60055 (see above)techDefines =
m_Items = 0x003801C0 ->
items = (unsupported vector<pair<CStrIntern,CStrIntern> >)
hash = 262149 (0x00040005)profile2__ =
m_Name = 0x00B43938 -> "loading effect"preprocessor =
m_Preprocessor =
Source = 0x08DB1CC8 -> "m"
SourceEnd = 0x00CA0000 -> "pYløT"
Line = 1473698672 (0x57D6DB70)
BOL = (bool)0x88
EnableOutput = 7334300 (0x006FE99C)
EnableElif = 11167306 (0x00AA664A)
MacroList = (forward_list<Ogre::CPreprocessor::Macro >)
usableTechs = (unsupported vector<pair<XMBElement,int> >)
xmlFilename =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 47 ('/')pass =
m_Shader = (shared_ptr<CShaderProgram>)
m_HasAlpha = (bool)0x60
m_AlphaFunc = 374 (0x00000176)
m_AlphaRef = 0.000000 (0x00000000)
m_HasBlend = (bool)0x56
m_BlendSrc = 148562272 (0x08DAE160)
m_BlendDst = 32 (0x00000020)
m_HasColorMask = (bool)0x98
m_ColorMaskR = 0 (0x00)
m_ColorMaskG = 209 (0xD1)
m_ColorMaskB = 0 (0x00)
m_ColorMaskA = 32 (0x20)
m_HasDepthMask = false
m_DepthMask = 0 (0x00)
m_HasDepthFunc = false
m_DepthFunc = 12779672 (0x00C30098)program = (shared_ptr<CShaderProgram>)
<begin>$L0 =
m_Size = 1 (0x00000001)
m_CurItemID = 1 (0x00000001)
m_CurPointer = 0x08F600D3 -> [8] { 0, 0, 0, 0, 0, 0, 0, 0 }
m_Pointer = 0x08F6006D -> "f"Technique =
m_Pointer = 0x08F6006D (see above)<begin>$L1 =
m_Size = 2 (0x00000002)
m_CurItemID = 2 (0x00000002)
m_CurPointer = 0x08F600D3 (see above)
m_Pointer = 0x08F60085 -> [8] { 37 ('%'), 0, 0, 0, 2, 0, 0, 0 }Child =
m_Pointer = 0x08F600AA -> [8] { 41 (')'), 0, 0, 0, 1, 0, 0, 0 }Attrs =
m_Size = 1 (0x00000001)
m_Pointer = 0x08F600C2 -> [8] { 0, 0, 0, 0, 9, 0, 0, 0 }
m_CurItemID = 0 (0x00000000)
m_CurPointer = 0x08F600C2 (see above)
m_EndPointer = 0x08F600D3 (see above)cond = { (unsupported basic_string<char,char_traits<char> >) }
<begin>$L2 =
m_Size = 150339778 (0x08F600C2)
m_CurItemID = 0 (0x00000000)
m_CurPointer = 0x08F600C2 (see above)
m_Pointer = 0x08F600D3 (see above)Child =
m_Pointer = 0x00000064passDefines =
m_Items = 0x00000001
pass =
m_Shader = (shared_ptr<CShaderProgram>)
m_HasAlpha = (bool)0x60
m_AlphaFunc = 374 (0x00000176)
m_AlphaRef = 0.000000 (0x00000000)
m_HasBlend = (bool)0x56
m_BlendSrc = 148562272 (0x08DAE160)
m_BlendDst = 32 (0x00000020)
m_HasColorMask = (bool)0x98
m_ColorMaskR = 0 (0x00)
m_ColorMaskG = 209 (0xD1)
m_ColorMaskB = 0 (0x00)
m_ColorMaskA = 32 (0x20)
m_HasDepthMask = false
m_DepthMask = 0 (0x00)
m_HasDepthFunc = false
m_DepthFunc = 12779672 (0x00C30098)<begin>$L3 =
m_Size = 1 (0x00000001)
m_CurItemID = 1 (0x00000001)
m_CurPointer = 0x08F600D3 (see above)
m_Pointer = 0x08F6006D (see above)Element =
m_Pointer = 0x08F6006D (see above)ref = -nan (0xFFFFFFFF)
CShaderManager::LoadEffect (shadermanager.cpp:370)
this = (unavailable)
name =
m = 0x08DB1B88 (see above)defines1 = 0x006FEC14 ->
m_Items = 0x08E2D708 (see above)
defines2 = 0x006FEC18 ->
m_Items = 0x00CEFA68 ->
items = (unsupported vector<pair<CStrIntern,CStrIntern> >)
hash = 0 (0x00000000)it = (unsupported _List_iterator<_List_val<_List_simple_types<pair<CShaderManager::EffectCacheKey const ,shared_ptr<CShaderTechnique> > > > >)
key =
name =
m = 0x08DB1B88 (see above)defines1 =
m_Items = 0x08E2D708 (see above)
defines2 =
m_Items = 0x00CEFA68 (see above)defines =
m_Items = 0x08E2D708 (see above)
tech = (shared_ptr<CShaderTechnique>)CShaderManager::LoadEffect (shadermanager.cpp:352)
this = (unavailable)
name =
m = 0x08DB1B88 (see above)
CPostprocManager::UpdateSharpeningTechnique (postprocmanager.cpp:666)
this = (unavailable)
newSharpName = { (unsupported basic_string<char,char_traits<char> >) }CConfigDB::RegisterHookAndCall (configdb.cpp:481)
this = (unavailable)
name = 0x006FED1C -> { (unsupported basic_string<char,char_traits<char> >) }
hook = (function<void __cdecl(void)>)CRenderingOptions::SetupConfig (renderingoptions.cpp:114)
this = (unavailable)
name = { (unsupported basic_string<char,char_traits<char> >) }
hook = (function<void __cdecl(void)>)CRenderingOptions::ReadConfig (renderingoptions.cpp:152)
this = (unavailable)InitRenderer (gamesetup.cpp:599)
LINE_591_ =
m_t0 = 1.77363 (0x3FFC60CE76F0F825)
m_description = 0x00B37E00 -> "InitRenderer"vp =
m_X = 0 (0x00000000)
m_Y = 7335356 (0x006FEDBC)
m_Width = 11764896 (0x00B384A0)
m_Height = 7335348 (0x006FEDB4)
InitGraphics (gamesetup.cpp:1047)
args = (unavailable)
flags = (unavailable)
installedMods = (unavailable)
profilerGPUEnable = false
setup_vmode = false
renderPath = { (unsupported basic_string<char,char_traits<char> >) }
context = "n"
buf = "ooo"
context = "n"
context = "n"
rq =
cx = 0x00000001
glob = 0x64616873 -> (JSObject)
m_formerCompartment = 0x00007265data =
{
(js::ValueOperations<JS::Rooted<JS::Value> >)
}
stack = 0x00000000
prev = 0x0000000F
ptr =
data =
asBits = 31244010185293934 (0x006F00430074006E)
s = { payload =
i32 = 7602286 (0x0074006E)
u32 = 7602286 (0x0074006E)
boo = 7602286 (0x0074006E)
str = 0x0074006E -> (JSString)
sym = 0x0074006E (see above)
obj = 0x0074006E (see above)
cell = 0x0074006E (see above)
ptr = 0x0074006E (see above)
why = 7602286
word = 7602286 (0x0074006E)
uintptr = 7602286 (0x0074006E)
, tag = 7274563 }
asDouble = 1.37959e-306 (0x006F00430074006E)
asPtr = 0x0074006E (see above)setup_gui = (bool)0x02
scriptInterface = (shared_ptr<ScriptInterface>)
e = 0x00000000RunGameOrAtlas (main.cpp:711)
argc = 1 (0x00000001)
argv = 0x00C80008 -> 0x00C80028 -> "C:\Users\Mr.lie\AppData\Local\0ad\binaries\system\pyrogenesis.exe"
args =
m_Args = (unsupported vector<pair<CStr8,CStr8> >)
m_Arg0 =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 92 ('\')m_ArgsWithoutName = (unsupported vector<CStr8 >)
isNonVisual = false
scriptEngine =
(Singleton<ScriptEngine>)
m_Contexts = (unsupported list<JSContext const * >)res = 1.28262e-314 (0x000000009ABCAF48)
modsToInstall = (unsupported vector<Path >)
replayFile =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 47 ('/')modPath =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 0paths =
m_root =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 0m_rdata =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 4433m_gameData =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 0m_userData =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 25433m_config =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 0m_cache =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 65534m_logs =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 62344
replay =
m_Stream = 0x00000000builder =
m_VFS = (shared_ptr<IVFS>)
m_Files = (unsupported vector<Path >)
m_TempDir =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 0m_NumBaseMods = 2001531784 (0x774CF388)
paths =
m_root =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 62344m_rdata =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 64640m_gameData =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 64704m_userData =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 55024m_config =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 25352m_cache =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 4433m_logs =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 25433
mod =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 64800zip =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 64880mods = (unsupported vector<CStr8 >)
installedMods = (unsupported vector<CStr8 >)
paths =
m_root =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 62344m_rdata =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 64640m_gameData =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 64704m_userData =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 55024m_config =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 25352m_cache =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 4433m_logs =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 25433
installer =
m_VFS = (shared_ptr<IVFS>)
m_ModsDir =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 35092m_TempDir =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 65188m_CacheDir =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 16680m_InstalledMods = (unsupported vector<CStr8 >)
SDL_main (main.cpp:764)
argc = 1 (0x00000001)
argv = 0x00C80008 (see above)main_utf8 (sdl_windows_main.c:126)
argc = 1 (0x00000001)
argv = 0x00C80008 (see above)wmain (sdl_windows_main.c:151)
argc = 1 (0x00000001)
wargv = 0x00CC5020 -> 0x00CC5028 -> 67 (0x0043)
wenvp = 0x00CC7EC0 -> 40768 (0x9F40)
argv = 0x00C80008 (see above)
retval = 0 (0x00000000)
i = 1 (0x00000001)__scrt_common_main_seh (exe_common.inl:253)
has_cctor = false
is_nested = falseCallStartupWithinTryBlock (wseh.cpp:365)
ret = 10857952 (0x00A5ADE0)RtlGetAppContainerNamedObjectPath (:0)
RtlGetAppContainerNamedObjectPath (:0)
errno = 0 (No error reported here)
OS error = 0 (no error code was set) -
After updating 0ad today you can't build another CC ...! After revert to 24210 it works ...! @wraitii please check again. Thanks.
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Me too ...
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In my mod i give the player the opportunity not only to select a biome, but also to select a "environment" or "colorscheme". The results are really fantastic. Most of the environments are taken from the given maps. Playing with fog also change the graphic in a best manner. The screenshots came from the random map "sahyadri_buttes_5" from @wowgetoffyourcellphone, selected biome is "obedska bog". Then i started the game every time with another "colorschema" and take a shot from the default startposition.
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Help needed
in Tutorials, references and art help
Posted
I'm not sure whether or not you mean this:
Ich habe die *.fbx datei dieses Models in blender importiert, dann nach Material getrennt. Ist dies die UV-Map die Du meinst? Ich habe auf dem Bild alles markiert und nicht die einzelnen Objecte.