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AGamer last won the day on November 21 2023
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There is already a point that is a child of the armature (the source object) called prop-weapon_R. Just in case I made a new empty and parented it to the right hand, yet still no luck... The strange part is that the backpack works, but not the carrying basket. When the unit gathers a resource, the axe/pickaxe/whatever does not work but the whicker basket on their back does. Also, it does not show them carrying anything to their side but their arms are clearly doing so...
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- prop point
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It is prop-weapon_R. I am using the 0 AD armature so it is all there already
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AGamer started following Mesh has more than one polygon? [SOLVED] , Prop Point Missing , Toon Shader? [SOLVED: NOT FEASIBLE] and 1 other
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I used the the "biped_meshes_and_animations" armature and weight painted. The model was working fine in-game with the female citizen animations but when the model tried to mine or gather, this error came up. I took a look inside blender and their was a "prop-weapon_R" as a child of the "hand" bone. I then checked the DAE in my code editor and found 6 uses of "weapon_R". Then I checked a vanilla female worker and the uses were the same... You guys know any reason that this error is coming up, and how to fix it?
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question Proper Way to import models into 0 AD?
AGamer replied to AGamer's topic in Tutorials & Guides
Stan you did it again! Thanks for the help. I had multiple materials. When I removed them, I proceeded to have some model encoding issues which resolved when I deleted the constraints. The error I was getting was: XmlParseEntityRef:NoName I know that is something to do with how Blender set up the XML data in the DAE itself, but idk. Deleting the constraints worked... Anyway, thank you very much for your help, the model is showing up in game!! -
Hey, I was trying to import a model from a different game into 0 AD. I joined all of the mesh parts together, scaled it to the 0 AD armature, weight painted, and then exported to Collada. First error I ran into was the "Multiple Polysets" error. To remedy this, I clicked on the mesh and then selected export selected only. Then I got a "No Objects in Scene" error. I am wondering if I did something wrong or formatted it incorrectly. I know that you are supposed to remove the light and camera from the scene, but anything else, I have no idea... I would really appreciate some help from you guys Here is the scene for reference:
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Toon Shader? [SOLVED: NOT FEASIBLE]
AGamer replied to AGamer's topic in Tutorials, references and art help
Ah, I see. I will have to figure out how shaders work before proceeding. I was kind of just messing around but for now I will resign to adding more important things like units and factions. Thank you for the clarification, @Stan`! -
Toon Shader? [SOLVED: NOT FEASIBLE]
AGamer replied to AGamer's topic in Tutorials, references and art help
Thank you both for your help! I appreciate you guys letting me know before I freak out over it not working like a moron. -
Toon Shader? [SOLVED: NOT FEASIBLE]
AGamer replied to AGamer's topic in Tutorials, references and art help
I am using Alpha 26 and thank you for the info! I will do research into Vulkan and see if I can achieve what I am looking for and if so I will ping you. For now, thanks for the help! -
Toon Shader? [SOLVED: NOT FEASIBLE]
AGamer replied to AGamer's topic in Tutorials, references and art help
Not necessarily what I am trying to do (cel-shading) but I can use it to better understand 0 A.D.'s shader structure. Thanks! -
I was wondering if it would be possible to give 0 A.D. a shader like that of Breath of the Wild or Fire Emblem Three Houses. I was able to achieve a similar effect by applying the anime shader in Reshade but this happened... The cel-shading is there but the borders are upside down for some reason... I was wondering if I could code this type of shader into 0 A.D. itself, and if so, any ideas how?
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Everything is going well with adding my first unit but I am not an animator. I was hoping to use the animations from the game on my mesh but I don't know how to apply the armature used in the other units to my model. Can I do this or will I have to make the armature myself and learn animating? (It is a human character BTW. It is supposed to take the place of the peasant for my new faction)
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Thanks Stan, you're a life saver! It was the multiple materials problem. I removed all of them because I already have the png texture and now that error is gone. Thank you all for your help!
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I am getting these errors and they all seem to stem from the game thinking the mesh has more than one polygon. I tried doing what the Error guide suggests by selecting everything and then hiding them, but nothing happened... Does anyone know how to fix this? pic of the blender workspace for reference:
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Fixed that too... It had me rename the json to Adrestian.json... such a simple fix... Thankyou so much for your help and I am sorry for wasting your time.
