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Ykkrosh

WFG Retired
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Everything posted by Ykkrosh

  1. Committed a few more fixes (with Premake flags --without-fam, --without-audio to disable the offending features for now). Now the only compile errors I get in the 'lowlevel' project are ogl_shader.cpp, plus some because I haven't bothered installing libpng/libjpeg yet. (There's going to be lots of link errors later though.)
  2. Looks great so far It's used for detecting changes to files (so e.g. a modder can edit a texture and immediately see the changes in the game). The game will work fine without it. We currently have this platform-specific code in source/lib/sysdep/os/. Windows uses the "win" directory, Linux uses "linux" plus "unix" plus "unix/x", OS X uses "osx" plus "unix" plus "unix/x". Android should probably still use the "linux" directory, since it runs the Linux kernel and most of that code is relevant; it's not really a separate OS. (Also it should use "unix" but not "unix/x"). I suppose FAM/Gamin support is technically orthogonal to OS/kernel/etc - currently Gamin is only implemented on Linux but the API could work anywhere - so it's theoretically inappropriate to have it in the "linux" directory, and we theoretically probably ought to arrange things based on feature-detection rather than on detected OS... But that sounds like a lot of effort, so in practice I'll probably add some #define to just cut out the FAM code. Depends what "simple" means, but we only use them for playback. Probably the best thing in the short term is to just #ifdef out all the problematic sound code, since we'll probably redesign most of that code in the future anyway so there's not point porting it yet. (Incidentally, I'm planning to get an Android phone (Galaxy S II) in the next few days, so this might become of more than hypothetical interest to me )
  3. Day 13 One of the problems with pathfinding is what to do when there is no path. That's common in normal gameplay - the player will tell a unit to walk to the middle of a lake, or to a tree inside a dense forest, or to a point on another island, or to a point inside an enemy city completely enclosed by walls. The basic A* pathfinding algorithm handles that situation very badly: it's entirely short-sighted so it won't realise the target is unreachable until it's searched through every single reachable tile in the entire map (maybe tens of thousands), which is extremely slow (maybe tens of milliseconds). On the plus side, A* is able to easily find the tile which is closest to the target and still reachable from the source, which is usually what the player wants - tell a unit to walk into a lake and it'll move to the nearby shoreline, tell it to walk into an enclosed city and it'll walk up to the wall, etc. On the minus side, A* can't do that if we add the JPS performance optimisations to it, because of boring technical details. So what we really need is a fast way to guarantee there is at least one path to the target, before telling the A* algorithm to find the best of all possible paths. If there isn't a path then we need to pick a new target that is nearby but is definitely reachable. What I've added now is this: (click for larger image) Each coloured region is a collection of cells, such that there is a path between any pair of cells in that region. See e.g. the maroon region near the top-center - a unit can move from any maroon cell to any other, but the vertical line of walls defines the edge of that region and there's a separate small light-grey region on the other side of the walls. There's no direct path from maroon cells to light-grey cells so they're detected as separate regions. This is basically the same as a flood fill in a paint program, except we prevent any region growing larger than 64x64 cells, resulting in the patchwork pattern. The size limit makes it faster to handle dynamic changes (e.g. constructing or destroying buildings) - we can throw away a 64x64 chunk of data and recompute it, instead of recomputing the entire map at once. When two regions are touching each other, there's a path from any cell in one region to any cell in the other. In this image, the white lines are linking all these adjacent regions. E.g. from the maroon region you can move to the region above, or below, or right, but not left. Now we can easily tell if there is a path between two points anywhere on the map. For each point, check which region it belongs to, and then search along those white lines to see if there's a sequence of adjacent regions connecting the points. Instead of perhaps a million cells to search through, there's maybe two hundred regions, so this can be very fast. If there isn't a path, we can easily pick a new target that there is a path to. First find every region that can be reached from the source, sort them by approximate distance from the original target, then check every cell within each reachable region until we've found the one that's precisely nearest the original target, and use that cell as the new target. After all of this, we can now run the A* algorithm as normal, but with the guarantee that the A* will never have to deal with the unreachable-target case by itself, so we avoid its worst-case performance and allow the JPS optimisations. So that's nice. This is basically the first part of the MM-Abstraction design (used by Dragon Age). But they use the high-level region graph to find actual paths, whereas I'm (currently) only using it for testing reachability. Their approach can compute non-shortest paths (potentially making units move in ways that look stupid to the player), and they have to include various hacks to minimise that problem and smooth out the paths. I think a better approach might be to use the high-level graph to compute a more accurate heuristic in the JPS-optimised A* algorithm, so that it still guarantees optimal paths but will tend to find the target in fewer steps. But that's future work and not needed at this stage. Another difference is their design tries to optimise memory usage, whereas my implementation is pretty dumb and totally unoptimised and is happy to throw dozens of megabytes of RAM at the problem. I think my next steps are to ensure everything's working correctly and consistently, and integrate it properly with the rest of the engine, and then do some performance measurements and optimisations, and then it should actually be usable.
  4. Hmm, I don't really see how AoEO differs from AoM or AoE3 (except in one minor detail). See e.g. - the formation is a box shape, and the central point of the formation moves tightly around the corners of the buildings, and when that central point 'turns' the whole box shape turns instantly, and all the individual units rush sideways and backwards and forwards to try to stay in their assigned location relative to the formation. See also - the formation is moving up a narrow path, and the individual units at the edge of the formation run around on the wrong side of the cliff because that's theoretically the closest position to their assigned location relative to the formation.As far as I'm aware, that's exactly the same as how AoM and AoE3 work (and is what 0 A.D. currently tries to emulate). The one difference I see is that all the units in AoEO stop instantly when the notional central point of the formation reaches the target, regardless of where each unit is, whereas in AoM/AoE3 they continue moving until they're all properly aligned in formation at the target. What else am I missing?
  5. No - it's too early to meaningfully test performance yet. Need to get all the related functionality working correctly first (there's no point having something that's fast but that doesn't work properly), and then measure performance, and then do whatever high-level and low-level optimisations will have a significant effect, and only then will it be possible to tell whether it works fast enough. (Hopefully it will, but it's hard to predict )
  6. Day 12 As mentioned previously, we need two separate pathfinders (one for planning long-range paths that avoid rivers and buildings and walls etc, and one for finding short-range diversions around other units while following the long-range paths), and there are problems (like units getting stuck) when the two pathfinders disagree on whether a unit can fit through a gap. What the game currently does is like this: (click for larger image) The grid pattern on the terrain shows the tiles (each split into 4x4 small cells). The cavalry unit has been told to walk from by the water up to the flag. The long-range pathfinder works with tiles: the red-shaded tiles are impassable (blocked by buildings or water or steep terrain), and the green- and yellow-shaded tiles are where the pathfinder has searched to find the shortest path. It's finding a path that travels through a piece of wall, because the wall is too narrow to have blocked an entire tile. The short-range pathfinder works with the cyan squares. Each building (and each tile that is blocked by water or steep terrain) has a square around it. Instead of using tiles, it moves between the corners of the squares, making sure it never crosses one of the cyan edges (since then it would collide with an obstacle). The thin red line indicates the path it's found, walking around the edges of the walls and then heading towards the flag. In this case it luckily doesn't have to diverge too much from the long-range path (which went straight through the wall) so it works okay, but in other cases the inconsistency is a problem. I've been changing it to instead look like: The long-range pathfinder is basically as before, but instead of using whole tiles it uses the small cells, so the red/green/yellow-shaded regions are a much higher resolution. That means it can fairly accurately represent small obstacles like the wall, without hugely over-estimating or under-estimating its size. The short-range pathfinder no longer uses a single square around a building(/wall/etc) - it computes the cyan edges to exactly match the boundary of the red-shaded (impassable) cells. The little yellow circles indicate corners that the path can go between. If the long-range pathfinder found a path, it's guaranteed that the short-range pathfinder will be able to find the same path (or a better one), assuming no dynamic obstacles (i.e. other units) get in the way, because they're using the same cell-based view of passability. I think that's good - it means the pathfinders now have some better correctness guarantees, and can make some simplifying assumptions (e.g. the long-range pathfinder doesn't have to worry about the short-range pathfinder moving a unit onto an impassable tile), and that makes it easier to implement optimisations to improve performance without worrying about breaking everything.
  7. That's not possible yet, but it'd probably be a fairly easy feature to implement.
  8. I tried the latest released version of Spring (85.0, with BA 7.63) and its pathfinding seems terrible. If I tell a unit to walk from one side of a solar collector to the other, it often walks towards one corner of the collector and then shoots off sideways to a cliff half a screen away and then shoots back and then shoots outwards again to a nearby unit and then back and eventually ends up where it should. In other cases it crashes into the side of the building and bounces off. If I tell a unit to walk to the other side of a group of units, it sometimes walks around them but sometimes just barges straight through and pushes them out the way. I don't know what their implementation does but it looks like it doesn't work yet
  9. Every pathfinding solution has a different set of restrictions and assumptions, and most are so restricted that they're only really usable by a single game. There are still a few reusable solutions, e.g. the open source Recast library is used in a number of games, but it seems to be designed primarily for FPS-style or RPG-style games where you have a small number of independent characters moving small distances around a mostly-static world. (Also e.g. PathEngine used by lots of commercial games). If you're making a game like that and don't have any unusual requirements then I think it's largely a solved problem. RTS-style games are very different - large numbers of characters, often in formation, moving large distances (e.g. from one corner of the map to the opposite in a single path), and the maps are often randomly generated and are updated dynamically when walls and buildings are constructed (so we can't rely on a map designer manually adjusting waypoints/navmeshes/etc). Something like Recast would probably have poor performance when used this way, if it would even work at all. A fully general solution for RTS games is very hard (maybe impossible), so most games make various tradeoffs to simplify it - no random maps, or small numbers of independent units, or no formations, or align everything to coarse grids, or let units pass through each other, etc - and that still doesn't stop players frequently complaining about rubbish pathfinding in commercial RTSs. So that's not a solved problem yet . There's various articles in books and on the web about how various RTS games approach the problem, and they provide useful ideas and inspiration so we don't have to start completely from scratch, but they usually focus on a small area and I don't think there's anything describing a complete comprehensive system that we could simply copy. I agree it's stupid and a massive pain, of course
  10. In general I'm only counting time spent on long periods of focused work, since that's the only thing I can realistically count - that could be writing code or researching algorithms, and could be successful or could be unsuccessful (I'll still count it if it gets thrown away later). The rest of the time, I've been partly doing game-related stuff but without much focus and I have no idea how many hours of real work it's equivalent to, so I can't count that fairly; part of that has been thinking about pathfinding but more has probably been other bugs and features and forum discussions and IRC discussions etc, while being distracted by other activities (finalising PhD dissertation, playing games, looking for a proper job, reading, living, wasting time on the web, etc). I think my recent problem is that I find pathfinding quite painful to work on, but I'm unwilling to just give up (since it really needs to be solved and (perhaps overestimating my abilities) I think I really ought to be able to solve it adequately), so I've been putting it off and spending more time on distractions . The main pain is that if I want to fix the long-range pathfinder algorithm, I also have to change the short-range pathfinder code, and the obstruction management code, and the unit spawning validity-checking code, and the building placement validity-checking code, and the AI building placement selection code, and the debug visualisation code, and probably some other bits, since these things are unavoidably interconnected - it's easy to come up with ideas for individual parts but it's hard to come up with a design that works for the game as a whole. But I think I've generally settled on a way to attack the problem now, so hopefully I'll be able to make some proper progress again (though I've said that kind of thing before...) Yeah, the main difference the funding makes is that it has removed the pressure to immediately search for a full-time job. I assume I'll have much less time for the game once I start one, so this lets me put it off until later and continue doing some work for the game (even if it's nowhere near 40 hours per week on average) in the meantime. So I suppose it's more about delaying a slowing of progress, rather than speeding up progress. (On the assumption that I'll have less time in the future, I think that towards the end of this period I should probably focus on writing some high-level technical documentation so that it's easier for other people to carry on the work that I've been hoarding. Writing documentation is painful and boring, which is why I haven't really done any in the past, but I should be able to put up with it if I'm getting paid for it )
  11. There's a slightly old list of duplicate files here. (Each section is listing two or more files which have precisely the same contents as each other, e.g. the first section says male.dds and plac_rome_e.dds are identical). Looks like only five animations in that list.
  12. I think a better solution would be to add a button that lets you switch to the perspective of a different player, so you can fully control their units and see their resource counters etc. Should be fairly easy to implement, and would avoid the complexity of supporting a special control-all-units mode in the GUI scripts and in the simulation scripts.
  13. Currently all terrain textures are rendered at a 45 degree angle relative to the terrain grid, and scaled so the texture covers an area of 8x8 tiles. I've changed that now so you can override the default rotation/scale for chosen textures - for a terrain texture called foo/bar.png (or foo/bar.dds etc), create a file named foo/bar.xml, looking like this file. "angle" is in degrees (the default is 45), "size" is in world-space units (a terrain tile is 4x4 units; the default is 32, i.e. 8 tiles). I did this mainly since I wanted a terrain-aligned grid texture, but maybe it's useful for some proper textures too.
  14. (No, except for the minor theoretical concern that using the generic name "timer" in the global scope is more likely to conflict with other code (which might use "timer" as a global variable or a class etc) than the current function names are, so it's kind of defeating the goal of namespaces. I guess it should ideally be called something more like "jwlib::timer::Resolution()" to avoid potential naming collisions, except probably with a better name ) I failed to do this earlier, but I've added it now, so I'll wait another while then look at the data.
  15. See attached file - no need to unzip, just stick it into mods/public/ and look for actors named "unusedmesh/...". (I put some random texture on them to hopefully make them slightly more visible in the actor viewer.) unusedmesh.zip
  16. Yes - any mesh referenced by any actor is counted as 'used'. (There might be other meshes referenced only by actors that are never used, but those actors *could* be used as eyecandy by map designers, so I'm not counting those meshes as unused yet.) If you don't have an easy way to view the meshes, I think I could easily generate an (untextured) actor file per mesh so you can load them in Atlas easily.
  17. Somewhat relatedly, here's a separate list of all the PMD and PSA files, categories by whether they are used or not, and for PMD files saying various details about their contents: not used [v1, 0 bones, ??? props, 108 verts, 60 faces] public/art/meshes/props/scaletest.pmd not used [v1, 0 bones, ??? props, 139 verts, 64 faces] public/art/meshes/gaia/deciduo1.pmd not used [v1, 0 bones, ??? props, 185 verts, 80 faces] public/art/meshes/gaia/deciduo2.pmd not used [v1, 0 bones, ??? props, 97 verts, 46 faces] public/art/meshes/structural/grkhouse.pmd not used [v1, 29 bones, ??? props, 270 verts, 346 faces] public/art/meshes/skeletal/0addude.pmd not used [v2, 0 bones, 0 props, 100 verts, 76 faces] public/art/meshes/props/kart_fc.pmd not used [v2, 0 bones, 0 props, 102 verts, 112 faces] public/art/meshes/props/pers_ho_c.pmd not used [v2, 0 bones, 0 props, 103 verts, 96 faces] public/art/meshes/props/helmet/hele_helmet_p.pmd not used [v2, 0 bones, 0 props, 106 verts, 78 faces] public/art/meshes/props/weap_falcata_a.pmd not used [v2, 0 bones, 0 props, 106 verts, 78 faces] public/art/meshes/props/weap_falcata_e.pmd not used [v2, 0 bones, 0 props, 106 verts, 78 faces] public/art/meshes/props/weap_falcata_f.pmd not used [v2, 0 bones, 0 props, 109 verts, 104 faces] public/art/meshes/props/pers_ho_a.pmd not used [v2, 0 bones, 0 props, 109 verts, 110 faces] public/art/meshes/props/iber_ho_b.pmd not used [v2, 0 bones, 0 props, 10 verts, 8 faces] public/art/meshes/gaia/wrld_fol_grass_crab_lg.pmd not used [v2, 0 bones, 0 props, 10 verts, 8 faces] public/art/meshes/gaia/wrld_plant_grass_dry3.pmd not used [v2, 0 bones, 0 props, 10 verts, 8 faces] public/art/meshes/props/shield/round_r_b.pmd not used [v2, 0 bones, 0 props, 110 verts, 82 faces] public/art/meshes/gaia/pine_a.pmd not used [v2, 0 bones, 0 props, 1120 verts, 430 faces] public/art/meshes/props/pers_ff_fancy.pmd not used [v2, 0 bones, 0 props, 116 verts, 64 faces] public/art/meshes/structural/plac_cc.pmd not used [v2, 0 bones, 0 props, 116 verts, 64 faces] public/art/meshes/structural/plac_mc.pmd not used [v2, 0 bones, 0 props, 116 verts, 78 faces] public/art/meshes/props/weap_xiphos_c.pmd not used [v2, 0 bones, 0 props, 116 verts, 78 faces] public/art/meshes/props/weap_xiphos_e.pmd not used [v2, 0 bones, 0 props, 116 verts, 98 faces] public/art/meshes/props/helmet/kart_helmet_c.pmd not used [v2, 0 bones, 0 props, 117 verts, 70 faces] public/art/meshes/gaia/palm_medit_fan_a.pmd not used [v2, 0 bones, 0 props, 117 verts, 70 faces] public/art/meshes/gaia/palm_medit_fan_b.pmd not used [v2, 0 bones, 0 props, 11 verts, 10 faces] public/art/meshes/props/shield/round_n_b.pmd not used [v2, 0 bones, 0 props, 1230 verts, 839 faces] public/art/meshes/props/hele_sb2.pmd not used [v2, 0 bones, 0 props, 1247 verts, 1145 faces] internal/art/meshes/temp/special_celt_genlab.pmd not used [v2, 0 bones, 0 props, 127 verts, 60 faces] public/art/meshes/props/helmet/celt_hair_a.pmd not used [v2, 0 bones, 0 props, 129 verts, 124 faces] public/art/meshes/props/pers_ho_b.pmd not used [v2, 0 bones, 0 props, 12 verts, 10 faces] public/art/meshes/props/shield/pict_c_b.pmd not used [v2, 0 bones, 0 props, 135 verts, 110 faces] public/art/meshes/props/helmet/samn_helmet_b.pmd not used [v2, 0 bones, 0 props, 136 verts, 122 faces] public/art/meshes/props/helmet/kart_helmet_b.pmd not used [v2, 0 bones, 0 props, 13 verts, 11 faces] public/art/meshes/props/shield/oval_s_b.pmd not used [v2, 0 bones, 0 props, 13 verts, 11 faces] public/art/meshes/props/shield/round_b_b.pmd not used [v2, 0 bones, 0 props, 13 verts, 12 faces] public/art/meshes/props/shield/tall_a_b.pmd not used [v2, 0 bones, 0 props, 13 verts, 15 faces] public/art/meshes/gaia/cypress_a.pmd not used [v2, 0 bones, 0 props, 13 verts, 15 faces] public/art/meshes/gaia/cypress_b.pmd not used [v2, 0 bones, 0 props, 140 verts, 150 faces] public/art/meshes/props/wrld_waypoint_flag.pmd not used [v2, 0 bones, 0 props, 148 verts, 88 faces] public/art/meshes/props/rome_ff.pmd not used [v2, 0 bones, 0 props, 152 verts, 288 faces] public/art/meshes/gaia/bigstick.pmd not used [v2, 0 bones, 0 props, 154 verts, 170 faces] public/art/meshes/props/helmet/celt_helmet_m.pmd not used [v2, 0 bones, 0 props, 155 verts, 144 faces] public/art/meshes/structural/plac_tc.pmd not used [v2, 0 bones, 0 props, 156 verts, 78 faces] public/art/meshes/props/kart_st.pmd not used [v2, 0 bones, 0 props, 15 verts, 12 faces] public/art/meshes/gaia/wrld_plant_grass_dry2.pmd not used [v2, 0 bones, 0 props, 160 verts, 164 faces] public/art/meshes/props/pers_pc.pmd not used [v2, 0 bones, 0 props, 168 verts, 217 faces] public/art/meshes/skeletal/pig.pmd not used [v2, 0 bones, 0 props, 169 verts, 238 faces] public/art/meshes/gaia/temp_sheep1.pmd not used [v2, 0 bones, 0 props, 169 verts, 238 faces] public/art/meshes/skeletal/sheep.pmd not used [v2, 0 bones, 0 props, 16 verts, 8 faces] public/art/meshes/gaia/prop_sword_basica.pmd not used [v2, 0 bones, 0 props, 16 verts, 8 faces] public/art/meshes/gaia/prop_sword_basicb.pmd not used [v2, 0 bones, 0 props, 16 verts, 8 faces] public/art/meshes/props/hele_prop_weap_1.pmd not used [v2, 0 bones, 0 props, 16 verts, 8 faces] public/art/meshes/props/hele_wt.pmd not used [v2, 0 bones, 0 props, 16 verts, 8 faces] public/art/meshes/props/prop_sword_basica.pmd not used [v2, 0 bones, 0 props, 16 verts, 8 faces] public/art/meshes/props/prop_sword_basicb.pmd not used [v2, 0 bones, 0 props, 176 verts, 88 faces] public/art/meshes/structural/wrld_bld_f2x2.pmd not used [v2, 0 bones, 0 props, 17 verts, 13 faces] internal/art/meshes/temp/l_boot.pmd not used [v2, 0 bones, 0 props, 17 verts, 13 faces] internal/art/meshes/temp/l_glove.pmd not used [v2, 0 bones, 0 props, 17 verts, 13 faces] internal/art/meshes/temp/r_boot.pmd not used [v2, 0 bones, 0 props, 17 verts, 13 faces] internal/art/meshes/temp/r_glove.pmd not used [v2, 0 bones, 0 props, 17 verts, 16 faces] public/art/meshes/props/shield/round_f_b.pmd not used [v2, 0 bones, 0 props, 180 verts, 130 faces] public/art/meshes/structural/iber_st.pmd not used [v2, 0 bones, 0 props, 181 verts, 110 faces] public/art/meshes/props/iber_rc.pmd not used [v2, 0 bones, 0 props, 182 verts, 140 faces] public/art/meshes/props/helmet/kart_helmet_a.pmd not used [v2, 0 bones, 0 props, 199 verts, 142 faces] public/art/meshes/props/helmet/samn_helmet_c.pmd not used [v2, 0 bones, 0 props, 19 verts, 15 faces] public/art/meshes/gaia/stone_granite_sm_c.pmd not used [v2, 0 bones, 0 props, 209 verts, 140 faces] public/art/meshes/props/pers_mc.pmd not used [v2, 0 bones, 0 props, 20 verts, 18 faces] public/art/meshes/gaia/stone_granite_sm_d.pmd not used [v2, 0 bones, 0 props, 210 verts, 144 faces] public/art/meshes/props/kart_ho_a.pmd not used [v2, 0 bones, 0 props, 21 verts, 20 faces] public/art/meshes/props/shield/scutum_d_b.pmd not used [v2, 0 bones, 0 props, 21 verts, 30 faces] public/art/meshes/props/shield/round_h_b.pmd not used [v2, 0 bones, 0 props, 225 verts, 182 faces] public/art/meshes/props/kart_ho_c.pmd not used [v2, 0 bones, 0 props, 227 verts, 160 faces] public/art/meshes/props/kart_ho_b.pmd not used [v2, 0 bones, 0 props, 23 verts, 14 faces] public/art/meshes/gaia/prop_axe_basic.pmd not used [v2, 0 bones, 0 props, 24 verts, 12 faces] public/art/meshes/gaia/wrld_plant_med2.pmd not used [v2, 0 bones, 0 props, 24 verts, 12 faces] public/art/meshes/props/pers_tc_fancy.pmd not used [v2, 0 bones, 0 props, 24 verts, 12 faces] public/art/meshes/props/wood_lumber_small_a.pmd not used [v2, 0 bones, 0 props, 24 verts, 12 faces] public/art/meshes/props/wood_lumber_small_b.pmd not used [v2, 0 bones, 0 props, 24 verts, 12 faces] public/art/meshes/props/wood_lumber_small_c.pmd not used [v2, 0 bones, 0 props, 24 verts, 12 faces] public/art/meshes/structural/plac_ff.pmd not used [v2, 0 bones, 0 props, 24 verts, 12 faces] public/art/meshes/structural/plac_st.pmd not used [v2, 0 bones, 0 props, 255 verts, 176 faces] public/art/meshes/props/pers_rc.pmd not used [v2, 0 bones, 0 props, 25 verts, 24 faces] internal/art/meshes/temp/breastplate.pmd not used [v2, 0 bones, 0 props, 260 verts, 192 faces] public/art/meshes/props/iber_mc.pmd not used [v2, 0 bones, 0 props, 274 verts, 198 faces] public/art/meshes/props/kart_pc.pmd not used [v2, 0 bones, 0 props, 292 verts, 154 faces] public/art/meshes/structural/rome_rc2.pmd not used [v2, 0 bones, 0 props, 30 verts, 14 faces] public/art/meshes/props/tool_hoe2.pmd not used [v2, 0 bones, 0 props, 30 verts, 16 faces] public/art/meshes/structural/plac_hc.pmd not used [v2, 0 bones, 0 props, 30 verts, 16 faces] public/art/meshes/structural/plac_ho.pmd not used [v2, 0 bones, 0 props, 30 verts, 22 faces] public/art/meshes/props/tool_handscythe.pmd not used [v2, 0 bones, 0 props, 30 verts, 28 faces] public/art/meshes/props/shld_rome_la_01.pmd not used [v2, 0 bones, 0 props, 30 verts, 28 faces] public/art/meshes/props/shld_rome_la_02.pmd not used [v2, 0 bones, 0 props, 30 verts, 28 faces] public/art/meshes/props/shld_rome_la_03.pmd not used [v2, 0 bones, 0 props, 30 verts, 28 faces] public/art/meshes/props/shld_rome_la_04.pmd not used [v2, 0 bones, 0 props, 30 verts, 28 faces] public/art/meshes/props/shld_rome_la_05.pmd not used [v2, 0 bones, 0 props, 30 verts, 28 faces] public/art/meshes/props/shld_rome_la_06.pmd not used [v2, 0 bones, 0 props, 30 verts, 28 faces] public/art/meshes/props/shld_rome_la_07.pmd not used [v2, 0 bones, 0 props, 30 verts, 28 faces] public/art/meshes/props/shld_rome_la_08.pmd not used [v2, 0 bones, 0 props, 30 verts, 28 faces] public/art/meshes/props/shld_rome_la_09.pmd not used [v2, 0 bones, 0 props, 30 verts, 28 faces] public/art/meshes/props/shld_rome_la_10.pmd not used [v2, 0 bones, 0 props, 30 verts, 28 faces] public/art/meshes/props/shld_rome_sm_01.pmd not used [v2, 0 bones, 0 props, 30 verts, 28 faces] public/art/meshes/props/shld_rome_sm_02.pmd not used [v2, 0 bones, 0 props, 30 verts, 28 faces] public/art/meshes/props/shld_rome_sm_03.pmd not used [v2, 0 bones, 0 props, 30 verts, 28 faces] public/art/meshes/props/shld_rome_sm_04.pmd not used [v2, 0 bones, 0 props, 30 verts, 28 faces] public/art/meshes/props/shld_rome_sm_05.pmd not used [v2, 0 bones, 0 props, 30 verts, 28 faces] public/art/meshes/props/shld_rome_sm_06.pmd not used [v2, 0 bones, 0 props, 30 verts, 28 faces] public/art/meshes/props/shld_rome_sm_07.pmd not used [v2, 0 bones, 0 props, 30 verts, 28 faces] public/art/meshes/props/shld_rome_sm_08.pmd not used [v2, 0 bones, 0 props, 30 verts, 28 faces] public/art/meshes/props/shld_rome_sm_09.pmd not used [v2, 0 bones, 0 props, 30 verts, 28 faces] public/art/meshes/props/shld_rome_sm_10.pmd not used [v2, 0 bones, 0 props, 30 verts, 28 faces] public/art/meshes/props/shld_rome_sm_11.pmd not used [v2, 0 bones, 0 props, 318 verts, 306 faces] public/art/meshes/props/pers_tc.pmd not used [v2, 0 bones, 0 props, 321 verts, 214 faces] public/art/meshes/props/rome_mc.pmd not used [v2, 0 bones, 0 props, 32 verts, 16 faces] public/art/meshes/props/iber_hc.pmd not used [v2, 0 bones, 0 props, 342 verts, 170 faces] public/art/meshes/structural/pers_st.pmd not used [v2, 0 bones, 0 props, 34 verts, 50 faces] public/art/meshes/props/celt_wc2.pmd not used [v2, 0 bones, 0 props, 365 verts, 202 faces] public/art/meshes/props/kart_rc.pmd not used [v2, 0 bones, 0 props, 36 verts, 30 faces] public/art/meshes/props/weap_jav_e.pmd not used [v2, 0 bones, 0 props, 36 verts, 32 faces] public/art/meshes/props/test_towershield.pmd not used [v2, 0 bones, 0 props, 37 verts, 32 faces] public/art/meshes/props/weap_spear_long_a.pmd not used [v2, 0 bones, 0 props, 37 verts, 32 faces] public/art/meshes/props/weap_spear_long_c.pmd not used [v2, 0 bones, 0 props, 37 verts, 42 faces] public/art/meshes/props/helmet/hele_hat_a.pmd not used [v2, 0 bones, 0 props, 393 verts, 306 faces] public/art/meshes/props/kart_cc.pmd not used [v2, 0 bones, 0 props, 396 verts, 270 faces] public/art/meshes/props/kart_mc.pmd not used [v2, 0 bones, 0 props, 39 verts, 30 faces] public/art/meshes/props/weap_jav_a.pmd not used [v2, 0 bones, 0 props, 400 verts, 216 faces] public/art/meshes/structural/wrld_bld_f3x3.pmd not used [v2, 0 bones, 0 props, 40 verts, 20 faces] public/art/meshes/props/rome_ho_3_vines.pmd not used [v2, 0 bones, 0 props, 41 verts, 32 faces] public/art/meshes/props/weap_spear_d.pmd not used [v2, 0 bones, 0 props, 42 verts, 30 faces] public/art/meshes/gaia/wrld_cypresspotted_a.pmd not used [v2, 0 bones, 0 props, 42 verts, 30 faces] public/art/meshes/gaia/wrld_cypress_potted_b.pmd not used [v2, 0 bones, 0 props, 42 verts, 30 faces] public/art/meshes/props/wrld_cypresspotted_a.pmd not used [v2, 0 bones, 0 props, 42 verts, 33 faces] public/art/meshes/props/tool_mallet.pmd not used [v2, 0 bones, 0 props, 43 verts, 32 faces] public/art/meshes/props/weap_spear_e.pmd not used [v2, 0 bones, 0 props, 45 verts, 40 faces] public/art/meshes/props/weap_pillum_e.pmd not used [v2, 0 bones, 0 props, 45 verts, 40 faces] public/art/meshes/props/weap_pillum_f.pmd not used [v2, 0 bones, 0 props, 466 verts, 242 faces] public/art/meshes/structural/rome_ho_a.pmd not used [v2, 0 bones, 0 props, 46 verts, 62 faces] public/art/meshes/props/helmet/kart_helmet_d.pmd not used [v2, 0 bones, 0 props, 480 verts, 264 faces] public/art/meshes/structural/wrld_bld_f4x4.pmd not used [v2, 0 bones, 0 props, 480 verts, 264 faces] public/art/meshes/structural/wrld_bld_f5x5.pmd not used [v2, 0 bones, 0 props, 48 verts, 24 faces] public/art/meshes/structural/plac_fc.pmd not used [v2, 0 bones, 0 props, 491 verts, 330 faces] public/art/meshes/props/rome_rc.pmd not used [v2, 0 bones, 0 props, 49 verts, 48 faces] public/art/meshes/props/weap_csword_c.pmd not used [v2, 0 bones, 0 props, 4 verts, 2 faces] internal/art/meshes/temp/waterplane.pmd not used [v2, 0 bones, 0 props, 4 verts, 2 faces] public/art/meshes/gaia/wrld_fol_grass_tall1.pmd not used [v2, 0 bones, 0 props, 4 verts, 2 faces] public/art/meshes/gaia/wrld_fol_grass_tall2.pmd not used [v2, 0 bones, 0 props, 4 verts, 2 faces] public/art/meshes/gaia/wrld_fol_grass_tall3.pmd not used [v2, 0 bones, 0 props, 4 verts, 2 faces] public/art/meshes/gaia/wrld_fol_grass_tall4.pmd not used [v2, 0 bones, 0 props, 4 verts, 2 faces] public/art/meshes/gaia/wrld_fol_sprite.pmd not used [v2, 0 bones, 0 props, 4 verts, 2 faces] public/art/meshes/gaia/wrld_mushroom.pmd not used [v2, 0 bones, 0 props, 4 verts, 2 faces] public/art/meshes/props/rome_ho3_door1.pmd not used [v2, 0 bones, 0 props, 4 verts, 2 faces] public/art/meshes/props/rome_prop_w1.pmd not used [v2, 0 bones, 0 props, 4 verts, 2 faces] public/art/meshes/props/rome_prop_w2.pmd not used [v2, 0 bones, 0 props, 4 verts, 2 faces] public/art/meshes/props/rome_prop_w3.pmd not used [v2, 0 bones, 0 props, 4 verts, 2 faces] public/art/meshes/props/rome_prop_w4.pmd not used [v2, 0 bones, 0 props, 4 verts, 2 faces] public/art/meshes/props/rome_prop_w5.pmd not used [v2, 0 bones, 0 props, 4 verts, 2 faces] public/art/meshes/props/rome_prop_w6.pmd not used [v2, 0 bones, 0 props, 4 verts, 2 faces] public/art/meshes/props/rome_prop_w_mc.pmd not used [v2, 0 bones, 0 props, 50 verts, 46 faces] public/art/meshes/gaia/wrld_rock_6.pmd not used [v2, 0 bones, 0 props, 52 verts, 26 faces] public/art/meshes/props/iber_cc.pmd not used [v2, 0 bones, 0 props, 53 verts, 49 faces] public/art/meshes/gaia/wrld_rock_5.pmd not used [v2, 0 bones, 0 props, 54 verts, 48 faces] public/art/meshes/gaia/wrld_bush_1.pmd not used [v2, 0 bones, 0 props, 54 verts, 48 faces] public/art/meshes/gaia/wrld_bush_2.pmd not used [v2, 0 bones, 0 props, 56 verts, 48 faces] public/art/meshes/gaia/wrld_rock_2.pmd not used [v2, 0 bones, 0 props, 57 verts, 36 faces] public/art/meshes/structural/plac_rc.pmd not used [v2, 0 bones, 0 props, 584 verts, 352 faces] public/art/meshes/props/pers_cc_fancy.pmd not used [v2, 0 bones, 0 props, 58 verts, 48 faces] public/art/meshes/gaia/wrld_rock_8.pmd not used [v2, 0 bones, 0 props, 59 verts, 55 faces] public/art/meshes/gaia/wrld_cypress_row_a.pmd not used [v2, 0 bones, 0 props, 5 verts, 4 faces] public/art/meshes/gaia/wrld_fol_grass_crab_sm.pmd not used [v2, 0 bones, 0 props, 5 verts, 4 faces] public/art/meshes/gaia/wrld_fol_plantb_sm.pmd not used [v2, 0 bones, 0 props, 5 verts, 4 faces] public/art/meshes/gaia/wrld_plant_grass_dry1.pmd not used [v2, 0 bones, 0 props, 60 verts, 51 faces] public/art/meshes/gaia/wrld_rock_1.pmd not used [v2, 0 bones, 0 props, 60 verts, 80 faces] internal/art/meshes/temp/cape.pmd not used [v2, 0 bones, 0 props, 61 verts, 49 faces] public/art/meshes/gaia/wrld_rock_4.pmd not used [v2, 0 bones, 0 props, 621 verts, 346 faces] public/art/meshes/structural/rome_ho_b.pmd not used [v2, 0 bones, 0 props, 622 verts, 461 faces] public/art/meshes/gaia/wrld_sp_snowman.pmd not used [v2, 0 bones, 0 props, 65 verts, 72 faces] public/art/meshes/props/helmet/hele_helmet_a.pmd not used [v2, 0 bones, 0 props, 66 verts, 60 faces] public/art/meshes/props/weap_bow_b.pmd not used [v2, 0 bones, 0 props, 68 verts, 58 faces] internal/art/meshes/test/prop_proptest.pmd not used [v2, 0 bones, 0 props, 700 verts, 398 faces] public/art/meshes/structural/rome_ho_c.pmd not used [v2, 0 bones, 0 props, 71 verts, 68 faces] public/art/meshes/props/iber_ho_c.pmd not used [v2, 0 bones, 0 props, 72 verts, 120 faces] public/art/meshes/props/iber_fc_hay.pmd not used [v2, 0 bones, 0 props, 72 verts, 36 faces] public/art/meshes/structural/plac_pc.pmd not used [v2, 0 bones, 0 props, 72 verts, 54 faces] public/art/meshes/gaia/wrld_rock_7.pmd not used [v2, 0 bones, 0 props, 73 verts, 80 faces] public/art/meshes/props/helmet/celt_helmet_j.pmd not used [v2, 0 bones, 0 props, 759 verts, 568 faces] public/art/meshes/props/kart_tc.pmd not used [v2, 0 bones, 0 props, 75 verts, 63 faces] public/art/meshes/gaia/wrld_rock_3.pmd not used [v2, 0 bones, 0 props, 796 verts, 732 faces] internal/art/meshes/test/balrogwings.pmd not used [v2, 0 bones, 0 props, 83 verts, 74 faces] internal/art/meshes/temp/plac_helmet_a.pmd not used [v2, 0 bones, 0 props, 844 verts, 450 faces] public/art/meshes/props/pers_hc_fancy.pmd not used [v2, 0 bones, 0 props, 86 verts, 72 faces] public/art/meshes/props/weap_sling_b.pmd not used [v2, 0 bones, 0 props, 88 verts, 58 faces] public/art/meshes/props/weap_akin_a.pmd not used [v2, 0 bones, 0 props, 88 verts, 58 faces] public/art/meshes/props/weap_akin_b.pmd not used [v2, 0 bones, 0 props, 88 verts, 58 faces] public/art/meshes/props/weap_akin_d.pmd not used [v2, 0 bones, 0 props, 89 verts, 112 faces] public/art/meshes/skeletal/chicken.pmd not used [v2, 0 bones, 0 props, 8 verts, 4 faces] internal/art/meshes/temp/car_a.pmd not used [v2, 0 bones, 0 props, 8 verts, 4 faces] internal/art/meshes/temp/car_b.pmd not used [v2, 0 bones, 0 props, 8 verts, 4 faces] internal/art/meshes/temp/car_e.pmd not used [v2, 0 bones, 0 props, 8 verts, 4 faces] internal/art/meshes/temp/cjv_a.pmd not used [v2, 0 bones, 0 props, 8 verts, 4 faces] internal/art/meshes/temp/cjv_b.pmd not used [v2, 0 bones, 0 props, 8 verts, 4 faces] internal/art/meshes/temp/cjv_e.pmd not used [v2, 0 bones, 0 props, 8 verts, 4 faces] internal/art/meshes/temp/csp_a.pmd not used [v2, 0 bones, 0 props, 8 verts, 4 faces] internal/art/meshes/temp/csp_b.pmd not used [v2, 0 bones, 0 props, 8 verts, 4 faces] internal/art/meshes/temp/csp_e.pmd not used [v2, 0 bones, 0 props, 8 verts, 4 faces] internal/art/meshes/temp/csw_a.pmd not used [v2, 0 bones, 0 props, 8 verts, 4 faces] internal/art/meshes/temp/csw_b.pmd not used [v2, 0 bones, 0 props, 8 verts, 4 faces] internal/art/meshes/temp/csw_e.pmd not used [v2, 0 bones, 0 props, 8 verts, 4 faces] internal/art/meshes/temp/fem.pmd not used [v2, 0 bones, 0 props, 8 verts, 4 faces] internal/art/meshes/temp/hr1.pmd not used [v2, 0 bones, 0 props, 8 verts, 4 faces] internal/art/meshes/temp/hr2.pmd not used [v2, 0 bones, 0 props, 8 verts, 4 faces] internal/art/meshes/temp/hr3.pmd not used [v2, 0 bones, 0 props, 8 verts, 4 faces] internal/art/meshes/temp/iar_a.pmd not used [v2, 0 bones, 0 props, 8 verts, 4 faces] internal/art/meshes/temp/iar_b.pmd not used [v2, 0 bones, 0 props, 8 verts, 4 faces] internal/art/meshes/temp/iar_e.pmd not used [v2, 0 bones, 0 props, 8 verts, 4 faces] internal/art/meshes/temp/ijv_a.pmd not used [v2, 0 bones, 0 props, 8 verts, 4 faces] internal/art/meshes/temp/ijv_b.pmd not used [v2, 0 bones, 0 props, 8 verts, 4 faces] internal/art/meshes/temp/ijv_e.pmd not used [v2, 0 bones, 0 props, 8 verts, 4 faces] internal/art/meshes/temp/isl_a.pmd not used [v2, 0 bones, 0 props, 8 verts, 4 faces] internal/art/meshes/temp/isl_b.pmd not used [v2, 0 bones, 0 props, 8 verts, 4 faces] internal/art/meshes/temp/isl_e.pmd not used [v2, 0 bones, 0 props, 8 verts, 4 faces] internal/art/meshes/temp/isp_a.pmd not used [v2, 0 bones, 0 props, 8 verts, 4 faces] internal/art/meshes/temp/isp_b.pmd not used [v2, 0 bones, 0 props, 8 verts, 4 faces] internal/art/meshes/temp/isp_e.pmd not used [v2, 0 bones, 0 props, 8 verts, 4 faces] internal/art/meshes/temp/isw_a.pmd not used [v2, 0 bones, 0 props, 8 verts, 4 faces] internal/art/meshes/temp/isw_b.pmd not used [v2, 0 bones, 0 props, 8 verts, 4 faces] internal/art/meshes/temp/isw_e.pmd not used [v2, 0 bones, 0 props, 8 verts, 4 faces] internal/art/meshes/temp/med.pmd not used [v2, 0 bones, 0 props, 8 verts, 4 faces] internal/art/meshes/temp/su1.pmd not used [v2, 0 bones, 0 props, 8 verts, 4 faces] internal/art/meshes/temp/su2.pmd not used [v2, 0 bones, 0 props, 8 verts, 4 faces] internal/art/meshes/temp/su3.pmd not used [v2, 0 bones, 0 props, 8 verts, 4 faces] internal/art/meshes/temp/trd.pmd not used [v2, 0 bones, 0 props, 8 verts, 4 faces] public/art/meshes/props/rome_door2.pmd not used [v2, 0 bones, 0 props, 91 verts, 80 faces] public/art/meshes/props/helmet/samn_helmet_a.pmd not used [v2, 0 bones, 0 props, 92 verts, 108 faces] public/art/meshes/props/helmet/mace_helmet_j.pmd not used [v2, 0 bones, 0 props, 95 verts, 78 faces] public/art/meshes/props/celt_tri1.pmd not used [v2, 0 bones, 0 props, 97 verts, 96 faces] public/art/meshes/props/helmet/celt_helmet_l.pmd not used [v2, 0 bones, 0 props, 97 verts, 98 faces] public/art/meshes/props/helmet/celt_helmet_k.pmd not used [v2, 0 bones, 0 props, 98 verts, 85 faces] public/art/meshes/props/iber_ho_a.pmd not used [v2, 0 bones, 0 props, 99 verts, 100 faces] public/art/meshes/props/pers_ho_d.pmd not used [v2, 0 bones, 14 props, 187 verts, 196 faces] internal/art/meshes/temp/hele_bir.pmd not used [v2, 0 bones, 16 props, 284 verts, 244 faces] internal/art/meshes/temp/hele_tri.pmd not used [v2, 0 bones, 1 props, 1152 verts, 632 faces] public/art/meshes/structural/kart_ff.pmd not used [v2, 0 bones, 1 props, 11 verts, 10 faces] public/art/meshes/props/shield/round_n_f.pmd not used [v2, 0 bones, 1 props, 11 verts, 8 faces] public/art/meshes/props/shield/hex_b_f.pmd not used [v2, 0 bones, 1 props, 1200 verts, 874 faces] public/art/meshes/structural/pers_cc.pmd not used [v2, 0 bones, 1 props, 1204 verts, 680 faces] public/art/meshes/structural/rome_ff.pmd not used [v2, 0 bones, 1 props, 152 verts, 76 faces] public/art/meshes/structural/kart_ho_b.pmd not used [v2, 0 bones, 1 props, 171 verts, 90 faces] public/art/meshes/structural/kart_ho_a.pmd not used [v2, 0 bones, 1 props, 176 verts, 92 faces] public/art/meshes/structural/kart_st.pmd not used [v2, 0 bones, 1 props, 17 verts, 14 faces] public/art/meshes/props/shield/pict_c_f.pmd not used [v2, 0 bones, 1 props, 1812 verts, 908 faces] public/art/meshes/structural/iber_tc.pmd not used [v2, 0 bones, 1 props, 18 verts, 16 faces] public/art/meshes/props/shield/tall_a_f.pmd not used [v2, 0 bones, 1 props, 20 verts, 10 faces] internal/art/meshes/test/proptest.pmd not used [v2, 0 bones, 1 props, 21 verts, 20 faces] public/art/meshes/props/shield/scutum_d_f.pmd not used [v2, 0 bones, 1 props, 22 verts, 20 faces] public/art/meshes/props/shield/round_f_f.pmd not used [v2, 0 bones, 1 props, 2300 verts, 2874 faces] internal/art/meshes/test/balrog.pmd not used [v2, 0 bones, 1 props, 230 verts, 114 faces] public/art/meshes/structural/hele_sb2.pmd not used [v2, 0 bones, 1 props, 236 verts, 128 faces] public/art/meshes/structural/pers_hc.pmd not used [v2, 0 bones, 1 props, 24 verts, 12 faces] public/art/meshes/structural/proptest.pmd not used [v2, 0 bones, 1 props, 250 verts, 126 faces] public/art/meshes/structural/hele_st.pmd not used [v2, 0 bones, 1 props, 252 verts, 122 faces] public/art/meshes/structural/hele_wt.pmd not used [v2, 0 bones, 1 props, 26 verts, 24 faces] public/art/meshes/props/shield/scutum_i_f.pmd not used [v2, 0 bones, 1 props, 2743 verts, 1569 faces] public/art/meshes/structural/kart_cc.pmd not used [v2, 0 bones, 1 props, 281 verts, 168 faces] public/art/meshes/structural/pers_ho_a.pmd not used [v2, 0 bones, 1 props, 3074 verts, 1880 faces] public/art/meshes/structural/pers_sb1.pmd not used [v2, 0 bones, 1 props, 31 verts, 30 faces] public/art/meshes/props/shield/round_r_f.pmd not used [v2, 0 bones, 1 props, 324 verts, 176 faces] public/art/meshes/structural/kart_ho_c.pmd not used [v2, 0 bones, 1 props, 325 verts, 190 faces] public/art/meshes/structural/pers_ho_b.pmd not used [v2, 0 bones, 1 props, 32 verts, 46 faces] public/art/meshes/props/m_h_beard.pmd not used [v2, 0 bones, 1 props, 364 verts, 252 faces] public/art/meshes/structural/pers_fc.pmd not used [v2, 0 bones, 1 props, 368 verts, 232 faces] public/art/meshes/structural/pers_ho_d.pmd not used [v2, 0 bones, 1 props, 369 verts, 245 faces] public/art/meshes/structural/iber_ho_c.pmd not used [v2, 0 bones, 1 props, 383 verts, 221 faces] public/art/meshes/structural/kart_rc.pmd not used [v2, 0 bones, 1 props, 389 verts, 205 faces] public/art/meshes/structural/iber_ho_b.pmd not used [v2, 0 bones, 1 props, 413 verts, 201 faces] public/art/meshes/structural/iber_rc.pmd not used [v2, 0 bones, 1 props, 421 verts, 263 faces] public/art/meshes/structural/pers_ho_c.pmd not used [v2, 0 bones, 1 props, 423 verts, 252 faces] public/art/meshes/structural/iber_ho_a.pmd not used [v2, 0 bones, 1 props, 428 verts, 220 faces] public/art/meshes/structural/rome_rc.pmd not used [v2, 0 bones, 1 props, 43 verts, 43 faces] public/art/meshes/props/shield/gerron_b_f.pmd not used [v2, 0 bones, 1 props, 528 verts, 431 faces] public/art/meshes/structural/celt_st.pmd not used [v2, 0 bones, 1 props, 546 verts, 357 faces] public/art/meshes/structural/pers_rc.pmd not used [v2, 0 bones, 1 props, 560 verts, 302 faces] public/art/meshes/structural/kart_mc.pmd not used [v2, 0 bones, 1 props, 567 verts, 364 faces] public/art/meshes/structural/pers_pc.pmd not used [v2, 0 bones, 1 props, 64 verts, 66 faces] public/art/meshes/structural/celt_tri.pmd not used [v2, 0 bones, 1 props, 676 verts, 372 faces] public/art/meshes/structural/kart_tc.pmd not used [v2, 0 bones, 1 props, 686 verts, 404 faces] public/art/meshes/structural/iber_mc.pmd not used [v2, 0 bones, 1 props, 726 verts, 366 faces] public/art/meshes/structural/hele_wg.pmd not used [v2, 0 bones, 1 props, 755 verts, 428 faces] public/art/meshes/structural/pers_mc.pmd not used [v2, 0 bones, 1 props, 925 verts, 548 faces] public/art/meshes/structural/iber_cc.pmd not used [v2, 0 bones, 1 props, 964 verts, 530 faces] public/art/meshes/structural/kart_pc.pmd not used [v2, 0 bones, 1 props, 978 verts, 586 faces] public/art/meshes/structural/rome_mc.pmd not used [v2, 0 bones, 2 props, 24 verts, 18 faces] public/art/meshes/structural/celt_wc.pmd not used [v2, 0 bones, 2 props, 296 verts, 160 faces] public/art/meshes/structural/iber_fc.pmd not used [v2, 0 bones, 2 props, 315 verts, 390 faces] internal/art/meshes/test/elephaunt propped.pmd not used [v2, 0 bones, 2 props, 315 verts, 390 faces] internal/art/meshes/test/elephaunt_propped.pmd not used [v2, 0 bones, 2 props, 328 verts, 158 faces] public/art/meshes/structural/iber_hc.pmd not used [v2, 0 bones, 2 props, 360 verts, 194 faces] public/art/meshes/structural/kart_fc.pmd not used [v2, 0 bones, 2 props, 3 verts, 1 faces] public/art/meshes/props/celt_trader.pmd not used [v2, 0 bones, 2 props, 447 verts, 294 faces] public/art/meshes/structural/pers_ff.pmd not used [v2, 0 bones, 2 props, 724 verts, 542 faces] public/art/meshes/structural/pers_tc.pmd not used [v2, 0 bones, 48 props, 8 verts, 4 faces] public/art/meshes/structural/plot_field.pmd not used [v2, 0 bones, 4 props, 44 verts, 22 faces] public/art/meshes/props/elephant_turret.pmd not used [v2, 16 bones, 6 props, 519 verts, 549 faces] internal/art/meshes/temp/ship.pmd not used [v2, 29 bones, 18 props, 293 verts, 390 faces] public/art/meshes/skeletal/m_tights.pmd not used [v2, 29 bones, 18 props, 310 verts, 412 faces] public/art/meshes/skeletal/m_tunic_b_hero.pmd not used [v2, 29 bones, 18 props, 311 verts, 410 faces] public/art/meshes/skeletal/m_pants_b.pmd not used [v2, 29 bones, 18 props, 315 verts, 410 faces] public/art/meshes/skeletal/m_pants_a.pmd not used [v2, 29 bones, 18 props, 315 verts, 412 faces] public/art/meshes/skeletal/m_pants_c.pmd not used [v2, 29 bones, 18 props, 315 verts, 412 faces] public/art/meshes/skeletal/m_tunic_c.pmd not used [v2, 29 bones, 18 props, 330 verts, 412 faces] public/art/meshes/skeletal/m_dress_b.pmd not used [v2, 29 bones, 18 props, 334 verts, 436 faces] public/art/meshes/skeletal/m_tunic_b_cape.pmd not used [v2, 29 bones, 1 props, 333 verts, 412 faces] public/art/meshes/skeletal/m_dress.pmd not used [v2, 29 bones, 2 props, 266 verts, 346 faces] public/art/meshes/skeletal/0addudepropped.pmd not used [v2, 29 bones, 3 props, 248 verts, 308 faces] public/art/meshes/skeletal/hele_spar_u1.pmd not used [v2, 34 bones, 1 props, 217 verts, 296 faces] public/art/meshes/skeletal/drafthorse.pmd not used [v2, 37 bones, 2 props, 369 verts, 418 faces] public/art/meshes/skeletal/elephant_propped.pmd used [v1, 25 bones, ??? props, 2628 verts, 3888 faces] public/art/meshes/skeletal/rich_man.pmd used [v2, 0 bones, 0 props, 1008 verts, 848 faces] public/art/meshes/props/poly.pmd used [v2, 0 bones, 0 props, 100 verts, 50 faces] public/art/meshes/props/wrld_block_1_pile_b.pmd used [v2, 0 bones, 0 props, 101 verts, 114 faces] public/art/meshes/props/rome_fc.pmd used [v2, 0 bones, 0 props, 101 verts, 78 faces] public/art/meshes/props/hele_bir2.pmd used [v2, 0 bones, 0 props, 101 verts, 78 faces] public/art/meshes/props/rome_s2.pmd used [v2, 0 bones, 0 props, 101 verts, 98 faces] public/art/meshes/props/helmet/hele_helmet_r.pmd used [v2, 0 bones, 0 props, 102 verts, 104 faces] public/art/meshes/props/helmet/hele_helmet_n.pmd used [v2, 0 bones, 0 props, 102 verts, 150 faces] public/art/meshes/skeletal/whale.pmd used [v2, 0 bones, 0 props, 102 verts, 84 faces] public/art/meshes/gaia/tree_palm_date_e.pmd used [v2, 0 bones, 0 props, 102 verts, 98 faces] public/art/meshes/props/helmet/rome_helmet_g.pmd used [v2, 0 bones, 0 props, 1031 verts, 848 faces] public/art/meshes/props/hele_sb4.pmd used [v2, 0 bones, 0 props, 104 verts, 74 faces] public/art/meshes/props/helmet/iberian_08.pmd used [v2, 0 bones, 0 props, 104 verts, 98 faces] public/art/meshes/props/helmet/rome_helmet_q.pmd used [v2, 0 bones, 0 props, 106 verts, 70 faces] public/art/meshes/props/iber_hc_fancy.pmd used [v2, 0 bones, 0 props, 106 verts, 72 faces] public/art/meshes/gaia/palm_desert_d.pmd used [v2, 0 bones, 0 props, 106 verts, 78 faces] public/art/meshes/props/weap_falcata_b.pmd used [v2, 0 bones, 0 props, 106 verts, 78 faces] public/art/meshes/props/weap_falcata_c.pmd used [v2, 0 bones, 0 props, 106 verts, 78 faces] public/art/meshes/props/weap_falcata_d.pmd used [v2, 0 bones, 0 props, 107 verts, 80 faces] public/art/meshes/props/helmet/mace_helmet_b.pmd used [v2, 0 bones, 0 props, 108 verts, 36 faces] public/art/meshes/gaia/tree_oak_large_top_b.pmd used [v2, 0 bones, 0 props, 108 verts, 92 faces] public/art/meshes/props/weap_axe_a.pmd used [v2, 0 bones, 0 props, 1091 verts, 672 faces] public/art/meshes/structural/rome_alt_04_a.pmd used [v2, 0 bones, 0 props, 109 verts, 104 faces] public/art/meshes/props/helmet/mace_helmet_h.pmd used [v2, 0 bones, 0 props, 109 verts, 112 faces] public/art/meshes/gaia/stonemine_granite_b.pmd used [v2, 0 bones, 0 props, 10 verts, 8 faces] public/art/meshes/gaia/bush_dese_a_1.pmd used [v2, 0 bones, 0 props, 10 verts, 8 faces] public/art/meshes/gaia/wrld_fol_plant_lg.pmd used [v2, 0 bones, 0 props, 10 verts, 8 faces] public/art/meshes/gaia/wrld_plant_bush_dry1.pmd used [v2, 0 bones, 0 props, 10 verts, 8 faces] public/art/meshes/props/shield/barrl_a_b.pmd used [v2, 0 bones, 0 props, 110 verts, 116 faces] public/art/meshes/gaia/palm_e.pmd used [v2, 0 bones, 0 props, 111 verts, 37 faces] public/art/meshes/gaia/tree_carob_top_d.pmd used [v2, 0 bones, 0 props, 111 verts, 43 faces] public/art/meshes/gaia/log_a.pmd used [v2, 0 bones, 0 props, 111 verts, 76 faces] public/art/meshes/props/weap_pillum_a.pmd used [v2, 0 bones, 0 props, 111 verts, 76 faces] public/art/meshes/props/weap_pillum_b.pmd used [v2, 0 bones, 0 props, 113 verts, 69 faces] public/art/meshes/gaia/pine_b.pmd used [v2, 0 bones, 0 props, 113 verts, 80 faces] public/art/meshes/props/helmet/hele_helmet_t.pmd used [v2, 0 bones, 0 props, 114 verts, 94 faces] public/art/meshes/props/helmet/mace_helmet_f.pmd used [v2, 0 bones, 0 props, 115 verts, 54 faces] public/art/meshes/gaia/tree_pine_aleppo_1.pmd used [v2, 0 bones, 0 props, 116 verts, 72 faces] public/art/meshes/props/collar_a.pmd used [v2, 0 bones, 0 props, 116 verts, 78 faces] public/art/meshes/gaia/palm_desert_a.pmd used [v2, 0 bones, 0 props, 116 verts, 78 faces] public/art/meshes/props/weap_xiphos_a.pmd used [v2, 0 bones, 0 props, 116 verts, 78 faces] public/art/meshes/props/weap_xiphos_b.pmd used [v2, 0 bones, 0 props, 116 verts, 78 faces] public/art/meshes/props/weap_xiphos_d.pmd used [v2, 0 bones, 0 props, 116 verts, 78 faces] public/art/meshes/props/weap_xiphos_f.pmd used [v2, 0 bones, 0 props, 117 verts, 44 faces] public/art/meshes/gaia/oak4.pmd used [v2, 0 bones, 0 props, 117 verts, 70 faces] public/art/meshes/gaia/palm_fan_a.pmd used [v2, 0 bones, 0 props, 117 verts, 70 faces] public/art/meshes/gaia/palm_fan_b.pmd used [v2, 0 bones, 0 props, 117 verts, 70 faces] public/art/meshes/gaia/palm_fan_c.pmd used [v2, 0 bones, 0 props, 117 verts, 70 faces] public/art/meshes/gaia/palm_fan_d.pmd used [v2, 0 bones, 0 props, 118 verts, 86 faces] public/art/meshes/props/weap_akin_c.pmd used [v2, 0 bones, 0 props, 119 verts, 106 faces] public/art/meshes/structural/rome_alt_01_a.pmd used [v2, 0 bones, 0 props, 119 verts, 90 faces] public/art/meshes/props/helmet/mace_helmet_a.pmd used [v2, 0 bones, 0 props, 11 verts, 14 faces] public/art/meshes/props/helmet/iberian_02.pmd used [v2, 0 bones, 0 props, 120 verts, 60 faces] public/art/meshes/gaia/grass_la_b.pmd used [v2, 0 bones, 0 props, 120 verts, 60 faces] public/art/meshes/gaia/grass_la_tall_b.pmd used [v2, 0 bones, 0 props, 120 verts, 60 faces] public/art/meshes/gaia/grass_sm_b.pmd used [v2, 0 bones, 0 props, 120 verts, 60 faces] public/art/meshes/gaia/grass_sm_tall_b.pmd used [v2, 0 bones, 0 props, 120 verts, 60 faces] public/art/meshes/props/hele_ff.pmd used [v2, 0 bones, 0 props, 121 verts, 137 faces] public/art/meshes/props/helmet/rome_helmet_f.pmd used [v2, 0 bones, 0 props, 123 verts, 106 faces] public/art/meshes/props/helmet/hele_helmet_j.pmd used [v2, 0 bones, 0 props, 123 verts, 41 faces] public/art/meshes/gaia/tree_oak_large_top_a.pmd used [v2, 0 bones, 0 props, 1240 verts, 620 faces] public/art/meshes/structural/wrld_scaf_2x2.pmd used [v2, 0 bones, 0 props, 126 verts, 42 faces] public/art/meshes/gaia/tree_oak_large_top_c.pmd used [v2, 0 bones, 0 props, 128 verts, 129 faces] public/art/meshes/props/helmet/rome_helmet_l.pmd used [v2, 0 bones, 0 props, 129 verts, 110 faces] internal/art/meshes/temp/plac_helmet_e.pmd used [v2, 0 bones, 0 props, 12 verts, 10 faces] public/art/meshes/props/shield/dip_a_b.pmd used [v2, 0 bones, 0 props, 12 verts, 10 faces] public/art/meshes/props/shield/pict_a_b.pmd used [v2, 0 bones, 0 props, 12 verts, 4 faces] public/art/meshes/gaia/bush_tempe_la_a_1.pmd used [v2, 0 bones, 0 props, 12 verts, 4 faces] public/art/meshes/gaia/bush_tempe_la_b_1.pmd used [v2, 0 bones, 0 props, 12 verts, 8 faces] public/art/meshes/props/hele_saddle_h1.pmd used [v2, 0 bones, 0 props, 12 verts, 8 faces] public/art/meshes/props/hele_saddle_h2.pmd used [v2, 0 bones, 0 props, 1302 verts, 714 faces] internal/art/meshes/test/globaltest.pmd used [v2, 0 bones, 0 props, 130 verts, 106 faces] public/art/meshes/props/weap_axe_c.pmd used [v2, 0 bones, 0 props, 130 verts, 106 faces] public/art/meshes/props/weap_axe_d.pmd used [v2, 0 bones, 0 props, 132 verts, 128 faces] public/art/meshes/props/pers_fc.pmd used [v2, 0 bones, 0 props, 134 verts, 188 faces] public/art/meshes/skeletal/walrus.pmd used [v2, 0 bones, 0 props, 137 verts, 108 faces] public/art/meshes/props/helmet/hele_helmet_s.pmd used [v2, 0 bones, 0 props, 137 verts, 93 faces] public/art/meshes/gaia/palm_desert_b.pmd used [v2, 0 bones, 0 props, 137 verts, 93 faces] public/art/meshes/gaia/palm_desert_c.pmd used [v2, 0 bones, 0 props, 138 verts, 51 faces] public/art/meshes/gaia/oak3.pmd used [v2, 0 bones, 0 props, 138 verts, 51 faces] public/art/meshes/gaia/oak5.pmd used [v2, 0 bones, 0 props, 139 verts, 143 faces] public/art/meshes/props/helmet/rome_helmet_h.pmd used [v2, 0 bones, 0 props, 13 verts, 11 faces] public/art/meshes/props/shield/oval_a_b.pmd used [v2, 0 bones, 0 props, 13 verts, 11 faces] public/art/meshes/props/shield/round_s_b.pmd used [v2, 0 bones, 0 props, 13 verts, 12 faces] public/art/meshes/props/head_helmet_face.pmd used [v2, 0 bones, 0 props, 13 verts, 15 faces] public/art/meshes/props/wrld_cypress_la.pmd used [v2, 0 bones, 0 props, 13 verts, 15 faces] public/art/meshes/props/wrld_cypress_sm.pmd used [v2, 0 bones, 0 props, 143 verts, 69 faces] public/art/meshes/gaia/wrld_fence_wood_long_a.pmd used [v2, 0 bones, 0 props, 1479 verts, 810 faces] public/art/meshes/props/rome_cc.pmd used [v2, 0 bones, 0 props, 147 verts, 120 faces] public/art/meshes/props/helmet/rome_helmet_m.pmd used [v2, 0 bones, 0 props, 148 verts, 65 faces] public/art/meshes/gaia/tree_pine_aleppo_3.pmd used [v2, 0 bones, 0 props, 1515 verts, 1087 faces] public/art/meshes/structural/rome_sp_pantheon.pmd used [v2, 0 bones, 0 props, 1570 verts, 894 faces] public/art/meshes/structural/rome_sp_forumbuilding_1.pmd used [v2, 0 bones, 0 props, 159 verts, 264 faces] public/art/meshes/skeletal/muskox.pmd used [v2, 0 bones, 0 props, 159 verts, 99 faces] public/art/meshes/props/tool_pitchfork.pmd used [v2, 0 bones, 0 props, 15 verts, 12 faces] public/art/meshes/gaia/wrld_plant_bush_dry2.pmd used [v2, 0 bones, 0 props, 160 verts, 128 faces] public/art/meshes/props/celt_wc1.pmd used [v2, 0 bones, 0 props, 160 verts, 128 faces] public/art/meshes/props/celt_wt.pmd used [v2, 0 bones, 0 props, 160 verts, 98 faces] public/art/meshes/props/helmet/hele_helmet_u.pmd used [v2, 0 bones, 0 props, 162 verts, 80 faces] public/art/meshes/props/wrld_wood_pile_a.pmd used [v2, 0 bones, 0 props, 162 verts, 80 faces] public/art/meshes/props/wrld_wood_pile_b.pmd used [v2, 0 bones, 0 props, 162 verts, 80 faces] public/art/meshes/props/wrld_wood_pile_c.pmd used [v2, 0 bones, 0 props, 165 verts, 173 faces] public/art/meshes/props/helmet/rome_helmet_i.pmd used [v2, 0 bones, 0 props, 1680 verts, 1520 faces] internal/art/meshes/test/arch_1520.pmd used [v2, 0 bones, 0 props, 168 verts, 217 faces] public/art/meshes/gaia/temppig.pmd used [v2, 0 bones, 0 props, 169 verts, 238 faces] public/art/meshes/gaia/temp_sheep2.pmd used [v2, 0 bones, 0 props, 16 verts, 14 faces] public/art/meshes/gaia/rock_shoreline_sm_a.pmd used [v2, 0 bones, 0 props, 16 verts, 8 faces] public/art/meshes/gaia/bush_sm_1.pmd used [v2, 0 bones, 0 props, 16 verts, 8 faces] public/art/meshes/gaia/cross_angledfromtop.pmd used [v2, 0 bones, 0 props, 16 verts, 8 faces] public/art/meshes/gaia/cross_large_short.pmd used [v2, 0 bones, 0 props, 16 verts, 8 faces] public/art/meshes/gaia/cross_large_tall.pmd used [v2, 0 bones, 0 props, 16 verts, 8 faces] public/art/meshes/gaia/wrld_fol_bush_generic_1.pmd used [v2, 0 bones, 0 props, 16 verts, 8 faces] public/art/meshes/gaia/wrld_fol_bush_generic_2.pmd used [v2, 0 bones, 0 props, 16 verts, 8 faces] public/art/meshes/gaia/wrld_fol_bush_generic_3.pmd used [v2, 0 bones, 0 props, 16 verts, 8 faces] public/art/meshes/gaia/wrld_fol_grasscluster_a_1.pmd used [v2, 0 bones, 0 props, 16 verts, 8 faces] public/art/meshes/gaia/wrld_fol_grasscluster_a_2.pmd used [v2, 0 bones, 0 props, 16 verts, 8 faces] public/art/meshes/gaia/wrld_fol_grasscluster_a_3.pmd used [v2, 0 bones, 0 props, 16 verts, 8 faces] public/art/meshes/gaia/wrld_plant_highland_1.pmd used [v2, 0 bones, 0 props, 16 verts, 8 faces] public/art/meshes/gaia/wrld_plant_highland_2.pmd used [v2, 0 bones, 0 props, 16 verts, 8 faces] public/art/meshes/gaia/wrld_plant_highland_3.pmd used [v2, 0 bones, 0 props, 16 verts, 8 faces] public/art/meshes/gaia/wrld_plant_highland_4.pmd used [v2, 0 bones, 0 props, 16 verts, 8 faces] public/art/meshes/gaia/wrld_plant_highland_5.pmd used [v2, 0 bones, 0 props, 16 verts, 8 faces] public/art/meshes/gaia/wrld_plant_highland_6.pmd used [v2, 0 bones, 0 props, 16 verts, 8 faces] public/art/meshes/gaia/wrld_plant_highland_7.pmd used [v2, 0 bones, 0 props, 16 verts, 8 faces] public/art/meshes/gaia/wrld_plant_med1.pmd used [v2, 0 bones, 0 props, 16 verts, 8 faces] public/art/meshes/gaia/wrld_plant_med5.pmd used [v2, 0 bones, 0 props, 16 verts, 8 faces] public/art/meshes/gaia/wrld_plant_med6.pmd used [v2, 0 bones, 0 props, 16 verts, 8 faces] public/art/meshes/gaia/wrld_plant_med7.pmd used [v2, 0 bones, 0 props, 170 verts, 112 faces] public/art/meshes/props/wrld_wheel_laying.pmd used [v2, 0 bones, 0 props, 170 verts, 81 faces] public/art/meshes/gaia/l_oak1.pmd used [v2, 0 bones, 0 props, 170 verts, 81 faces] public/art/meshes/gaia/l_oak2.pmd used [v2, 0 bones, 0 props, 172 verts, 160 faces] public/art/meshes/props/hele_pc.pmd used [v2, 0 bones, 0 props, 173 verts, 122 faces] public/art/meshes/props/hele_mc.pmd used [v2, 0 bones, 0 props, 176 verts, 88 faces] public/art/meshes/structural/wrld_bld_f1x1.pmd used [v2, 0 bones, 0 props, 178 verts, 160 faces] public/art/meshes/structural/rome_alt_09_a.pmd used [v2, 0 bones, 0 props, 17 verts, 13 faces] public/art/meshes/gaia/stone_granite_sm_b.pmd used [v2, 0 bones, 0 props, 17 verts, 15 faces] public/art/meshes/gaia/rock_shoreline_sm_b.pmd used [v2, 0 bones, 0 props, 17 verts, 16 faces] public/art/meshes/props/shield/pelta_a_b.pmd used [v2, 0 bones, 0 props, 17 verts, 16 faces] public/art/meshes/props/shield/round_t_b.pmd used [v2, 0 bones, 0 props, 180 verts, 264 faces] public/art/meshes/skeletal/tiger.pmd used [v2, 0 bones, 0 props, 182 verts, 81 faces] public/art/meshes/gaia/oak1.pmd used [v2, 0 bones, 0 props, 183 verts, 252 faces] public/art/meshes/gaia/temp_deer_2.pmd used [v2, 0 bones, 0 props, 183 verts, 252 faces] public/art/meshes/gaia/temp_deer_3.pmd used [v2, 0 bones, 0 props, 184 verts, 250 faces] public/art/meshes/skeletal/bear.pmd used [v2, 0 bones, 0 props, 185 verts, 139 faces] public/art/meshes/structural/rome_alt_02_a.pmd used [v2, 0 bones, 0 props, 185 verts, 144 faces] public/art/meshes/gaia/tree_palm_date_d.pmd used [v2, 0 bones, 0 props, 185 verts, 82 faces] public/art/meshes/gaia/l_oak3.pmd used [v2, 0 bones, 0 props, 189 verts, 210 faces] public/art/meshes/skeletal/fish.pmd used [v2, 0 bones, 0 props, 18 verts, 14 faces] public/art/meshes/gaia/stone_granite_sm_a.pmd used [v2, 0 bones, 0 props, 18 verts, 16 faces] public/art/meshes/props/hele_prop_shld_1.pmd used [v2, 0 bones, 0 props, 18 verts, 16 faces] public/art/meshes/props/shield/scutum_j_b.pmd used [v2, 0 bones, 0 props, 18 verts, 16 faces] public/art/meshes/props/shield/scutum_k_b.pmd used [v2, 0 bones, 0 props, 18 verts, 27 faces] public/art/meshes/gaia/stone_granite_me_g.pmd used [v2, 0 bones, 0 props, 190 verts, 156 faces] public/art/meshes/props/hele_tri2.pmd used [v2, 0 bones, 0 props, 192 verts, 104 faces] public/art/meshes/props/shared_plot_boundry.pmd used [v2, 0 bones, 0 props, 192 verts, 128 faces] public/art/meshes/props/shared_orchard_trunk.pmd used [v2, 0 bones, 0 props, 1950 verts, 1114 faces] public/art/meshes/props/hele_sb1.pmd used [v2, 0 bones, 0 props, 195 verts, 270 faces] public/art/meshes/skeletal/wolf.pmd used [v2, 0 bones, 0 props, 203 verts, 164 faces] public/art/meshes/gaia/tree_palm_date_c.pmd used [v2, 0 bones, 0 props, 2048 verts, 1024 faces] public/art/meshes/structural/wrld_scaf_3x3.pmd used [v2, 0 bones, 0 props, 204 verts, 91 faces] public/art/meshes/gaia/tree_dead_a_2.pmd used [v2, 0 bones, 0 props, 20 verts, 10 faces] public/art/meshes/gaia/bush_me_1.pmd used [v2, 0 bones, 0 props, 20 verts, 10 faces] public/art/meshes/gaia/bush_sm_2.pmd used [v2, 0 bones, 0 props, 20 verts, 10 faces] public/art/meshes/gaia/bush_sm_3.pmd used [v2, 0 bones, 0 props, 20 verts, 10 faces] public/art/meshes/gaia/bush_sm_6.pmd used [v2, 0 bones, 0 props, 20 verts, 10 faces] public/art/meshes/props/wrld_crate_a.pmd used [v2, 0 bones, 0 props, 20 verts, 18 faces] public/art/meshes/gaia/wrld_rock_snow1.pmd used [v2, 0 bones, 0 props, 20 verts, 27 faces] public/art/meshes/gaia/stone_granite_la_e.pmd used [v2, 0 bones, 0 props, 211 verts, 184 faces] public/art/meshes/props/weap_axe_b.pmd used [v2, 0 bones, 0 props, 214 verts, 172 faces] public/art/meshes/props/hele_mer1.pmd used [v2, 0 bones, 0 props, 214 verts, 202 faces] public/art/meshes/structural/rome_alt_08_a.pmd used [v2, 0 bones, 0 props, 217 verts, 101 faces] public/art/meshes/structural/hele_wc.pmd used [v2, 0 bones, 0 props, 21 verts, 19 faces] public/art/meshes/props/shield/scutum_r_b.pmd used [v2, 0 bones, 0 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public/art/meshes/gaia/bush_tempe_la_a_2.pmd used [v2, 0 bones, 0 props, 257 verts, 133 faces] public/art/meshes/props/hele_st.pmd used [v2, 0 bones, 0 props, 257 verts, 208 faces] public/art/meshes/gaia/tree_palm_date_a.pmd used [v2, 0 bones, 0 props, 257 verts, 208 faces] public/art/meshes/gaia/tree_palm_date_b.pmd used [v2, 0 bones, 0 props, 25 verts, 21 faces] public/art/meshes/props/wrld_hay_la.pmd used [v2, 0 bones, 0 props, 25 verts, 21 faces] public/art/meshes/props/wrld_hay_sm.pmd used [v2, 0 bones, 0 props, 25 verts, 36 faces] public/art/meshes/props/helmet/iberian_06.pmd used [v2, 0 bones, 0 props, 25 verts, 40 faces] public/art/meshes/gaia/stone_granite_la_c.pmd used [v2, 0 bones, 0 props, 25 verts, 40 faces] public/art/meshes/props/helmet/rome_helmet_a.pmd used [v2, 0 bones, 0 props, 261 verts, 289 faces] public/art/meshes/skeletal/goat.pmd used [v2, 0 bones, 0 props, 26 verts, 46 faces] public/art/meshes/props/head_beard.pmd used [v2, 0 bones, 0 props, 275 verts, 220 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[v2, 0 bones, 0 props, 36 verts, 12 faces] public/art/meshes/gaia/bush_tempe_la_b_2.pmd used [v2, 0 bones, 0 props, 36 verts, 18 faces] public/art/meshes/gaia/bush_me_5.pmd used [v2, 0 bones, 0 props, 36 verts, 26 faces] public/art/meshes/structural/gravestone.pmd used [v2, 0 bones, 0 props, 36 verts, 27 faces] public/art/meshes/gaia/stone_granite_la_g.pmd used [v2, 0 bones, 0 props, 36 verts, 30 faces] public/art/meshes/props/weap_jav_b.pmd used [v2, 0 bones, 0 props, 36 verts, 30 faces] public/art/meshes/props/weap_jav_f.pmd used [v2, 0 bones, 0 props, 36 verts, 30 faces] public/art/meshes/props/weap_jav_g.pmd used [v2, 0 bones, 0 props, 36 verts, 30 faces] public/art/meshes/props/weap_jav_projectile.pmd used [v2, 0 bones, 0 props, 36 verts, 60 faces] public/art/meshes/props/wrld_hay_a.pmd used [v2, 0 bones, 0 props, 3780 verts, 2091 faces] public/art/meshes/props/hele_sb3.pmd used [v2, 0 bones, 0 props, 37 verts, 30 faces] public/art/meshes/props/weap_jav_d.pmd used [v2, 0 bones, 0 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public/art/meshes/props/weap_arrow_front.pmd used [v2, 0 bones, 0 props, 40 verts, 42 faces] public/art/meshes/props/wrld_basket_a.pmd used [v2, 0 bones, 0 props, 40 verts, 42 faces] public/art/meshes/props/wrld_basket_c.pmd used [v2, 0 bones, 0 props, 416 verts, 208 faces] public/art/meshes/props/shared_orchard_branches.pmd used [v2, 0 bones, 0 props, 41 verts, 32 faces] public/art/meshes/props/weap_spear_a.pmd used [v2, 0 bones, 0 props, 41 verts, 32 faces] public/art/meshes/props/weap_spear_b.pmd used [v2, 0 bones, 0 props, 41 verts, 32 faces] public/art/meshes/props/weap_spear_c.pmd used [v2, 0 bones, 0 props, 41 verts, 40 faces] public/art/meshes/props/weap_arrow_back.pmd used [v2, 0 bones, 0 props, 41 verts, 40 faces] public/art/meshes/props/weap_spear_ball_a.pmd used [v2, 0 bones, 0 props, 41 verts, 40 faces] public/art/meshes/props/weap_spear_ball_b.pmd used [v2, 0 bones, 0 props, 41 verts, 40 faces] public/art/meshes/props/weap_spear_ball_c.pmd used [v2, 0 bones, 0 props, 41 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[v2, 0 bones, 0 props, 43 verts, 64 faces] public/art/meshes/props/helmet/hele_helmet_h.pmd used [v2, 0 bones, 0 props, 44 verts, 22 faces] public/art/meshes/gaia/wrld_foragebush_a.pmd used [v2, 0 bones, 0 props, 44 verts, 22 faces] public/art/meshes/props/wrld_cornerpost_a.pmd used [v2, 0 bones, 0 props, 44 verts, 22 faces] public/art/meshes/props/wrld_cornerpost_b.pmd used [v2, 0 bones, 0 props, 44 verts, 22 faces] public/art/meshes/props/wrld_cornerpost_c.pmd used [v2, 0 bones, 0 props, 44 verts, 37 faces] public/art/meshes/gaia/rock_shoreline_la_d.pmd used [v2, 0 bones, 0 props, 44 verts, 40 faces] public/art/meshes/props/elephant_tusk_1.pmd used [v2, 0 bones, 0 props, 44 verts, 46 faces] public/art/meshes/props/helmet/pers_floppy_a.pmd used [v2, 0 bones, 0 props, 44 verts, 60 faces] public/art/meshes/props/wrld_megalith_b_1.pmd used [v2, 0 bones, 0 props, 44 verts, 60 faces] public/art/meshes/props/wrld_megalith_b_2.pmd used [v2, 0 bones, 0 props, 44 verts, 60 faces] 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public/art/meshes/props/wrld_handcart.pmd used [v2, 0 bones, 0 props, 48 verts, 16 faces] public/art/meshes/gaia/bush_tempe_la_a_3.pmd used [v2, 0 bones, 0 props, 48 verts, 48 faces] public/art/meshes/props/wrld_sack_rough.pmd used [v2, 0 bones, 0 props, 496 verts, 215 faces] public/art/meshes/gaia/tree_deciduous_a_1.pmd used [v2, 0 bones, 0 props, 49 verts, 32 faces] public/art/meshes/gaia/rock_shoreline_la_c.pmd used [v2, 0 bones, 0 props, 49 verts, 36 faces] public/art/meshes/props/prop_mallet.pmd used [v2, 0 bones, 0 props, 49 verts, 40 faces] public/art/meshes/gaia/stone_granite_me_d.pmd used [v2, 0 bones, 0 props, 49 verts, 48 faces] public/art/meshes/props/weap_csword_a.pmd used [v2, 0 bones, 0 props, 49 verts, 48 faces] public/art/meshes/props/wrld_sack.pmd used [v2, 0 bones, 0 props, 49 verts, 56 faces] public/art/meshes/gaia/stone_granite_la_f.pmd used [v2, 0 bones, 0 props, 49 verts, 56 faces] public/art/meshes/gaia/wrld_rock_highland2.pmd used [v2, 0 bones, 0 props, 4 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faces] public/art/meshes/gaia/tree_poplar_top_f.pmd used [v2, 0 bones, 0 props, 94 verts, 68 faces] public/art/meshes/props/wrld_tartan_a.pmd used [v2, 0 bones, 0 props, 94 verts, 68 faces] public/art/meshes/props/wrld_tartan_b.pmd used [v2, 0 bones, 0 props, 94 verts, 68 faces] public/art/meshes/props/wrld_tartan_c.pmd used [v2, 0 bones, 0 props, 94 verts, 92 faces] public/art/meshes/props/helmet/mace_helmet_d.pmd used [v2, 0 bones, 0 props, 95 verts, 107 faces] public/art/meshes/props/helmet/rome_helmet_e.pmd used [v2, 0 bones, 0 props, 96 verts, 32 faces] public/art/meshes/gaia/tree_carob_top_e.pmd used [v2, 0 bones, 0 props, 96 verts, 32 faces] public/art/meshes/gaia/tree_lumbardypoplar_f_top.pmd used [v2, 0 bones, 0 props, 96 verts, 48 faces] public/art/meshes/props/rome_hc.pmd used [v2, 0 bones, 0 props, 96 verts, 86 faces] public/art/meshes/props/helmet/hele_helmet_q.pmd used [v2, 0 bones, 0 props, 99 verts, 58 faces] public/art/meshes/gaia/pine1.pmd used [v2, 0 bones, 0 props, 99 verts, 94 faces] public/art/meshes/props/helmet/hele_helmet_o.pmd used [v2, 0 bones, 0 props, 9 verts, 8 faces] public/art/meshes/gaia/wrld_palm_date_leaves_c.pmd used [v2, 0 bones, 0 props, 9 verts, 8 faces] public/art/meshes/gaia/wrld_palm_date_leaves_d.pmd used [v2, 0 bones, 10 props, 412 verts, 214 faces] public/art/meshes/structural/wrld_settlement_he_a.pmd used [v2, 0 bones, 14 props, 145 verts, 164 faces] public/art/meshes/structural/hele_bir.pmd used [v2, 0 bones, 15 props, 284 verts, 244 faces] public/art/meshes/structural/hele_tri.pmd used [v2, 0 bones, 1 props, 1021 verts, 582 faces] public/art/meshes/structural/rome_hc.pmd used [v2, 0 bones, 1 props, 108 verts, 59 faces] public/art/meshes/gaia/tree_oak_large_b.pmd used [v2, 0 bones, 1 props, 117 verts, 79 faces] public/art/meshes/gaia/tree_carob_d.pmd used [v2, 0 bones, 1 props, 1182 verts, 748 faces] public/art/meshes/structural/rome_tc.pmd used [v2, 0 bones, 1 props, 118 verts, 88 faces] public/art/meshes/structural/hele_sp_p.pmd used [v2, 0 bones, 1 props, 1250 verts, 708 faces] public/art/meshes/structural/kart_hc.pmd used [v2, 0 bones, 1 props, 126 verts, 83 faces] public/art/meshes/gaia/tree_carob_e.pmd used [v2, 0 bones, 1 props, 127 verts, 75 faces] public/art/meshes/gaia/tree_oak_large_c.pmd used [v2, 0 bones, 1 props, 1374 verts, 682 faces] public/art/meshes/structural/hele_ff.pmd used [v2, 0 bones, 1 props, 13 verts, 11 faces] public/art/meshes/props/shield/oval_a_f.pmd used [v2, 0 bones, 1 props, 154 verts, 88 faces] public/art/meshes/gaia/tree_oak_large_a.pmd used [v2, 0 bones, 1 props, 15 verts, 12 faces] public/art/meshes/props/shield/barrl_a_f.pmd used [v2, 0 bones, 1 props, 17 verts, 12 faces] public/art/meshes/props/shield/hex_s_f.pmd used [v2, 0 bones, 1 props, 17 verts, 13 faces] public/art/meshes/gaia/tree_lumbardypoplar_a.pmd used [v2, 0 bones, 1 props, 17 verts, 14 faces] public/art/meshes/props/shield/dip_a_f.pmd used [v2, 0 bones, 1 props, 17 verts, 14 faces] public/art/meshes/props/shield/pict_a_f.pmd used [v2, 0 bones, 1 props, 17 verts, 16 faces] public/art/meshes/props/shield/pelta_a_f.pmd used [v2, 0 bones, 1 props, 18 verts, 15 faces] public/art/meshes/props/shield/oval_s_f.pmd used [v2, 0 bones, 1 props, 18 verts, 15 faces] public/art/meshes/props/shield/round_b_f.pmd used [v2, 0 bones, 1 props, 18 verts, 15 faces] public/art/meshes/props/shield/round_s_f.pmd used [v2, 0 bones, 1 props, 203 verts, 104 faces] public/art/meshes/structural/rome_alt_05.pmd used [v2, 0 bones, 1 props, 203 verts, 105 faces] public/art/meshes/structural/rome_alt_09.pmd used [v2, 0 bones, 1 props, 216 verts, 164 faces] public/art/meshes/structural/hele_sr_p.pmd used [v2, 0 bones, 1 props, 21 verts, 30 faces] public/art/meshes/props/shield/round_h_f.pmd used [v2, 0 bones, 1 props, 21 verts, 30 faces] public/art/meshes/props/shield/round_m_f.pmd used [v2, 0 bones, 1 props, 2257 verts, 1422 faces] public/art/meshes/structural/hele_cc.pmd used [v2, 0 bones, 1 props, 22 verts, 20 faces] public/art/meshes/props/shield/round_t_f.pmd used [v2, 0 bones, 1 props, 23 verts, 20 faces] public/art/meshes/props/shield/scutum_l_f.pmd used [v2, 0 bones, 1 props, 26 verts, 23 faces] public/art/meshes/props/shield/scutum_r_f.pmd used [v2, 0 bones, 1 props, 26 verts, 24 faces] public/art/meshes/props/shield/scutum_c_f.pmd used [v2, 0 bones, 1 props, 271 verts, 145 faces] public/art/meshes/structural/hele_ho_c.pmd used [v2, 0 bones, 1 props, 27 verts, 25 faces] public/art/meshes/props/shield/pelta_b_f.pmd used [v2, 0 bones, 1 props, 289 verts, 164 faces] public/art/meshes/structural/hele_sb4.pmd used [v2, 0 bones, 1 props, 28 verts, 24 faces] public/art/meshes/props/shield/scutum_j_f.pmd used [v2, 0 bones, 1 props, 28 verts, 24 faces] public/art/meshes/props/shield/scutum_k_f.pmd used [v2, 0 bones, 1 props, 313 verts, 161 faces] public/art/meshes/structural/rome_alt_04.pmd used [v2, 0 bones, 1 props, 320 verts, 171 faces] public/art/meshes/structural/hele_tc.pmd used [v2, 0 bones, 1 props, 345 verts, 167 faces] public/art/meshes/structural/rome_alt_06.pmd used [v2, 0 bones, 1 props, 36 verts, 32 faces] public/art/meshes/props/shield/cermy_a_f.pmd used [v2, 0 bones, 1 props, 376 verts, 206 faces] public/art/meshes/structural/hele_sb1.pmd used [v2, 0 bones, 1 props, 38 verts, 39 faces] public/art/meshes/props/shield/gerron_a_f.pmd used [v2, 0 bones, 1 props, 398 verts, 200 faces] public/art/meshes/structural/rome_alt_03.pmd used [v2, 0 bones, 1 props, 494 verts, 580 faces] public/art/meshes/structural/celt_hc.pmd used [v2, 0 bones, 1 props, 4 verts, 2 faces] public/art/meshes/props/shield/spara_a_f.pmd used [v2, 0 bones, 1 props, 536 verts, 433 faces] public/art/meshes/structural/celt_pc.pmd used [v2, 0 bones, 1 props, 57 verts, 39 faces] public/art/meshes/gaia/tree_oak_b.pmd used [v2, 0 bones, 1 props, 61 verts, 39 faces] public/art/meshes/gaia/tree_carob_f.pmd used [v2, 0 bones, 1 props, 64 verts, 38 faces] public/art/meshes/gaia/tree_poplar_b.pmd used [v2, 0 bones, 1 props, 64 verts, 48 faces] public/art/meshes/structural/celt_wt.pmd used [v2, 0 bones, 1 props, 665 verts, 331 faces] public/art/meshes/structural/hele_pc.pmd used [v2, 0 bones, 1 props, 68 verts, 45 faces] public/art/meshes/gaia/tree_carob_a.pmd used [v2, 0 bones, 1 props, 68 verts, 46 faces] public/art/meshes/gaia/tree_carob_c.pmd used [v2, 0 bones, 1 props, 727 verts, 389 faces] public/art/meshes/structural/hele_sb3.pmd used [v2, 0 bones, 1 props, 735 verts, 582 faces] public/art/meshes/structural/celt_mc.pmd used [v2, 0 bones, 1 props, 74 verts, 34 faces] public/art/meshes/structural/rome_alt_02.pmd used [v2, 0 bones, 1 props, 75 verts, 51 faces] public/art/meshes/gaia/tree_poplar_c.pmd used [v2, 0 bones, 1 props, 780 verts, 539 faces] public/art/meshes/structural/celt_tc.pmd used [v2, 0 bones, 1 props, 806 verts, 412 faces] public/art/meshes/structural/hele_mc.pmd used [v2, 0 bones, 1 props, 81 verts, 57 faces] public/art/meshes/gaia/tree_oak_a.pmd used [v2, 0 bones, 1 props, 81 verts, 61 faces] public/art/meshes/gaia/tree_lumbardypoplar_b.pmd used [v2, 0 bones, 1 props, 84 verts, 57 faces] public/art/meshes/gaia/tree_poplar_d.pmd used [v2, 0 bones, 1 props, 86 verts, 86 faces] public/art/meshes/structural/celt_mer.pmd used [v2, 0 bones, 1 props, 87 verts, 50 faces] public/art/meshes/gaia/tree_carob_b.pmd used [v2, 0 bones, 1 props, 87 verts, 56 faces] public/art/meshes/gaia/tree_poplar_a.pmd used [v2, 0 bones, 1 props, 906 verts, 470 faces] public/art/meshes/structural/rome_alt_08.pmd used [v2, 0 bones, 1 props, 911 verts, 581 faces] public/art/meshes/structural/rome_cc.pmd used [v2, 0 bones, 1 props, 92 verts, 60 faces] public/art/meshes/props/wrld_well_a.pmd used [v2, 0 bones, 1 props, 92 verts, 60 faces] public/art/meshes/props/wrld_well_b.pmd used [v2, 0 bones, 1 props, 956 verts, 493 faces] public/art/meshes/structural/rome_alt_07.pmd used [v2, 0 bones, 1 props, 980 verts, 939 faces] public/art/meshes/structural/celt_cc.pmd used [v2, 0 bones, 1 props, 984 verts, 622 faces] public/art/meshes/structural/hele_hc.pmd used [v2, 0 bones, 1 props, 9 verts, 8 faces] public/art/meshes/props/shield/pict_b_f.pmd used [v2, 0 bones, 2 props, 245 verts, 121 faces] public/art/meshes/structural/rome_alt_01.pmd used [v2, 0 bones, 2 props, 270 verts, 140 faces] public/art/meshes/structural/hele_ho_b.pmd used [v2, 0 bones, 2 props, 278 verts, 148 faces] public/art/meshes/structural/hele_ho_a.pmd used [v2, 0 bones, 2 props, 3 verts, 1 faces] public/art/meshes/skeletal/celt_trader.pmd used [v2, 0 bones, 2 props, 413 verts, 263 faces] public/art/meshes/structural/rome_fc.pmd used [v2, 0 bones, 2 props, 4 verts, 2 faces] public/art/meshes/structural/plot.pmd used [v2, 0 bones, 3 props, 210 verts, 190 faces] public/art/meshes/structural/hele_mer.pmd used [v2, 0 bones, 9 props, 684 verts, 428 faces] public/art/meshes/structural/rome_s2.pmd used [v2, 29 bones, 0 props, 378 verts, 630 faces] public/art/meshes/skeletal/skeleton.pmd used [v2, 29 bones, 18 props, 291 verts, 392 faces] public/art/meshes/skeletal/m_tunic_b.pmd used [v2, 29 bones, 18 props, 296 verts, 392 faces] public/art/meshes/skeletal/m_dress_a.pmd used [v2, 29 bones, 18 props, 302 verts, 390 faces] public/art/meshes/skeletal/m_tunic_a.pmd used [v2, 29 bones, 3 props, 233 verts, 308 faces] public/art/meshes/skeletal/dudette.pmd used [v2, 29 bones, 4 props, 246 verts, 308 faces] public/art/meshes/skeletal/dude.pmd used [v2, 33 bones, 1 props, 240 verts, 310 faces] public/art/meshes/skeletal/mastiff.pmd used [v2, 33 bones, 8 props, 206 verts, 312 faces] public/art/meshes/skeletal/horse.pmd not used public/art/animation/biped/not used/backflip.psa not used public/art/animation/biped/not used/fem_idle_a.psa not used public/art/animation/biped/not used/fem_walk_b.psa not used public/art/animation/biped/not used/idle.psa not used public/art/animation/biped/not used/ijv_01.psa not used public/art/animation/biped/not used/inf_2hspear_attack_a.psa not used public/art/animation/biped/not used/inf_2hspear_attack_b.psa not used public/art/animation/biped/not used/inf_2hspear_attack_c.psa not used public/art/animation/biped/not used/inf_2hspear_attack_d.psa not used public/art/animation/biped/not used/inf_2hspear_attack_e.psa not used public/art/animation/biped/rider_archer_atk_a.psa not used public/art/animation/cavalry/arch/attack/rider_archer_atk_a.psa not used public/art/animation/cavalry/javelin/attack/rider_javelin_atk_a.psa not used public/art/animation/infantry/general/forage_fem.psa not used public/art/animation/infantry/general/orchard.psa not used public/art/animation/infantry/support/idle/fem_01.psa not used public/art/animation/infantry/support/move/walk/fem_01.psa not used public/art/animation/mechanical/ship_idle.psa not used public/art/animation/mechanical/ship_move.psa not used public/art/animation/quadraped/elephant_idle.psa not used public/art/animation/quadraped/elephant_walk.psa not used public/art/animation/quadraped/gallop.psa not used public/art/animation/quadraped/horseidle.psa used public/art/animation/biped/cavalryidle.psa used public/art/animation/biped/dudewalk_swordshield.psa used public/art/animation/biped/hoe.psa used public/art/animation/biped/inf_arch_atk_a.psa used public/art/animation/biped/inf_hoplite_atk_a.psa used public/art/animation/biped/inf_hoplite_idle_a.psa used public/art/animation/biped/inf_hoplite_shield_run_a.psa used public/art/animation/biped/inf_hoplite_walk.psa used public/art/animation/biped/inf_phalanx_atk_a.psa used public/art/animation/biped/inf_phalanx_c.psa used public/art/animation/biped/inf_phalanx_walk_a.psa used public/art/animation/biped/inf_salute_a.psa used public/art/animation/biped/inf_salute_b.psa used public/art/animation/biped/inf_salute_c.psa used public/art/animation/biped/inf_salute_d.psa used public/art/animation/biped/inf_salute_e.psa used public/art/animation/biped/inf_sling_atk_a.psa used public/art/animation/biped/inf_spear_shield_atk_a.psa used public/art/animation/biped/inf_spear_shield_atk_b.psa used public/art/animation/biped/not used/ijv_def_02.psa used public/art/animation/biped/not used/ijv_def_03.psa used public/art/animation/biped/not used/inf_2sword_attack_a.psa used public/art/animation/biped/not used/inf_2sword_attack_b.psa used public/art/animation/biped/not used/inf_2sword_attack_c.psa used public/art/animation/biped/not used/inf_2sword_attack_d.psa used public/art/animation/biped/not used/inf_2sword_attack_e.psa used public/art/animation/biped/not used/inf_phalanx_a.psa used public/art/animation/biped/not used/inf_phalanx_b.psa used public/art/animation/biped/not used/inf_phalanx_d.psa used public/art/animation/biped/rider_gallop.psa used public/art/animation/biped/rider_javelin_atk_a.psa used public/art/animation/biped/rider_spear_shield_atk_a.psa used public/art/animation/biped/rider_sword_death_a.psa used public/art/animation/biped/rider_sword_shield_atk_a.psa used public/art/animation/biped/walk_spearshield.psa used public/art/animation/cavalry/rider_gallop.psa used public/art/animation/cavalry/spear/attack/rider_spear_shield_atk_a.psa used public/art/animation/cavalry/sword/attack/rider_sword_shield_atk_a.psa used public/art/animation/infantry/general/chop.psa used public/art/animation/infantry/general/death/inf_01.psa used public/art/animation/infantry/general/death/inf_02.psa used public/art/animation/infantry/general/death/inf_03.psa used public/art/animation/infantry/general/death/inf_04.psa used public/art/animation/infantry/general/death/inf_05.psa used public/art/animation/infantry/general/death/inf_06.psa used public/art/animation/infantry/general/death/inf_07.psa used public/art/animation/infantry/general/dude/dudeattack1.psa used public/art/animation/infantry/general/dude/dudeattack.psa used public/art/animation/infantry/general/dude/dudebuild.psa used public/art/animation/infantry/general/dude/dudechop.psa used public/art/animation/infantry/general/dude/dudedeath_sword.psa used public/art/animation/infantry/general/dude/dudedecay_sword.psa used public/art/animation/infantry/general/dude/dudeidle.psa used public/art/animation/infantry/general/dude/dudewalk.psa used public/art/animation/infantry/general/forage.psa used public/art/animation/infantry/general/mine.psa used public/art/animation/infantry/general/run.psa used public/art/animation/infantry/javelin/attack/ijv_off_01.psa used public/art/animation/infantry/spear/idle/isp_01.psa used public/art/animation/infantry/sword/attack/isw_s_def_01.psa used public/art/animation/infantry/sword/attack/isw_s_def_06.psa used public/art/animation/infantry/sword/attack/isw_s_em_04.psa used public/art/animation/infantry/sword/attack/isw_s_off_02.psa used public/art/animation/infantry/sword/attack/isw_s_off_03.psa used public/art/animation/infantry/sword/attack/isw_s_off_05.psa used public/art/animation/infantry/sword/move/run/isw_s_def_02.psa used public/art/animation/infantry/sword/move/run/isw_s_em_03.psa used public/art/animation/infantry/sword/move/run/isw_s_off_01.psa used public/art/animation/quadraped/elephant_rider_idle.psa used public/art/animation/quadraped/horse_attack_a.psa used public/art/animation/quadraped/horse_attack_b.psa used public/art/animation/quadraped/horse_death.psa used public/art/animation/quadraped/horse_gallop.psa used public/art/animation/quadraped/horse_idle_a.psa used public/art/animation/quadraped/horse_walk.psa used public/art/animation/quadraped/mastiff_idle_a.psa used public/art/animation/quadraped/mastiff_run.psa
  18. That shouldn't be a problem (as long as the vertices from all the unconnected meshes are selected and have the weights applied). Blender's Python console runs each line as soon as it's input, so you should paste the entire script (and press enter twice to ensure it's completed) only after doing all of the selection. Then it should be like the attached file. Props aren't particularly good for performance - there's a constant cost for rendering each individual mesh (independent of the size or complexity of the meshes), especially if they're animated meshes, and I think it starts hurting once we have maybe hundreds of meshes on screen (whereas we can easily have hundreds of thousands of triangles), so using a hundred single-oar meshes for a single unit would be pretty bad. shiprigtest2.zip
  19. No (unless I'm misunderstanding the question) - as the bone moves, each vertex moves by an amount proportional to the vertex's weight, and if we set the weights to be proportional to the vertex's distance along the oar then they'll all move by precisely the right amount to remain perfectly straight. Ah, handy . (Seems to be Ctrl + Numpad-Plus for me in 2.61 (or Space + "select more").) (Also, looks like B + left-mouse-drag ("border select") is probably easier than the lasso selection. Eventually I might figure out how to use Blender without getting lost at the most basic steps )
  20. You should run update-workspaces.sh after setting HOSTTYPE, but before setting PATH or CXX or anything else. That will build the bundled libraries (SpiderMonkey etc) like in a normal non-Android build with the standard x86/amd64 version of GCC - those libraries won't be usable by an Android version of the game but we can deal with that problem later once the game's compile errors are fixed. Then set PATH and CXX, and run the 'make' command from inside workspaces/gcc/ (like in a normal build of the game, except now it's using the Android compiler).
  21. If you destroy a building while it's still a foundation (e.g. you placed it a few seconds ago then changed your mind, or an enemy destroyed it before your workers reached it), you currently get refunded up to the full cost of the building (proportional to progress remaining - if it's reached 25% construction progress then you get 75% of the cost back, etc), so that particular case is already handled.
  22. Hmm, doesn't seem too hard with scripting. (I don't know if there's a much better way to do it, though). As a rough prototype/experiment: Select the ship mesh, switch to Edit Mode, lassoo-select the oar vertices that are outside the hull, switch back to Object Mode, then in the Python console run def find_connected(vs): while True: nv = set() for e in bpy.context.active_object.data.edges: if e.vertices[0] in vs or e.vertices[1] in vs: nv.add(e.vertices[0]) nv.add(e.vertices[1]) if nv == vs: return vs vs = nv nv = find_connected(set([i.index for i in bpy.context.active_object.data.vertices if i.select])) for v in nv: w = (bpy.context.active_object.data.vertices[v].co.x - 0.033) / 0.22 if len(bpy.context.active_object.data.vertices[v].groups) > 2: bpy.context.active_object.data.vertices[v].groups[1].weight = 1.0 - w bpy.context.active_object.data.vertices[v].groups[2].weight = w The 'nv = find_connected' thing is just to automatically select all the oar vertices that weren't selected by the user (particularly the ones inside the hull that I don't know how to easily select manually), then it computes per-vertex weights for vertex groups 1 and 2 based on the x coordinate, so the oars stay perfectly straight while animating. (The oars get skewed rather than rotated, but I presume nobody's going to notice that since they're so small). So that seems like that approach should be feasible.
  23. I think you can do it with about two bones per ship: For (e.g.) the left set of oars, create a single bone which is animated to move around in a circle at the tip of one oar. You want vertexes at the tip of any oar to have exactly that amount of movement; and you want vertexes at the fulcrum (where the oar joins the ship) to not move at all; and the oar should be straight, so you need vertexes 50% of the way along the oar to move 50% as far as the tip moves; etc. So you have to assign vertex weights so that the tip has weight 1.0, the fulcrum has weight 0.0, the middle has weight 0.5, and the weights increase linearly along the length of the oar. The hard part is assigning the weights perfectly linearly - I don't know how to do that in Blender. Maybe with some custom Python scripting or something? (There might also be other terrible problems that I haven't noticed). I've attached a rough ugly test version just from manually painting on weights (with Blender 2.61). (This assumes #1012 is fixed; otherwise you'll probably need to add an additional bone.) shiprigtest.zip
  24. You should do this . Also, it looks like you're setting up ndk-build to only build main.cpp and none of the rest of the game - it'd probably be better to build with Premake as normal, like here (though that'll need lots of fixes to support cross-compilation before it'll work for real; but at least it gets far enough to highlight lots of build fixes that will need fixing first).
  25. I think we don't use async IO on Linux anyway (because a kernel bug broke it, and it provides little benefit) - sync IO works well enough. I expect we can get rid of the build errors by possibly moving some code into "#if CONFIG2_FILE_ENABLE_AIO" blocks, and possibly by defining some macros (LIO_READ etc) and structs (aiocb etc) ourselves when the platform doesn't provide them.
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