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  1. It worked, thank you very much, Atlas imports the rigged mesh properly now. I have also tried to bake and export the dae animations from Blender as suggested in the AnimationExportTutorial and while the animation loads, it looks completely deformed. Is it a problem with the scale of the mesh or is the baking process that's messed up?
  2. The model itself is from an Elder Scrolls total conversion but I have no plan of actually releasing anything. I am just using that to practice modeling and animations in 0 A.D. If and when I become good enough at modding I may actually try to release a fully fledged mod but I am still very, very far away from that point .
  3. Okay, so I have been trying to mod in a new unit with a custom model, skeleton and animations into the game for a while. I have created the actor file in the mod directory and the subdirectories for the mesh and the skeleton but everytime I try to load the new unit in Atlas it outputs: error: art/meshes/skeletal/argonian_militia.dae: Assertion not satisfied (line 393): failed requirement "recognized skeleton structure" error: Could not load mesh 'art/meshes/skeletal/argonian_militia.dae' error: CObjectEntry: :BuildVariation(): Model art/meshes/skeletal/argonian_militia.dae failed to load I'm kinda clueless on what may be causing this. Can you help me out?
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