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Jackerino
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Out of curiosity, is making a .DAE plugin for Blender that runs on the latest versions on the table for you guys? It's a problem that is very easy to workaround at the moment as you only really need to go to an older version of Blender to get .DAE support again, but it would be nice to not have to juggle between different Blender versions whenever I want to work on art assets/mods for 0 AD :p
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Adding storylines to scenarios and campaigns
Jackerino replied to Vantha's topic in Game Development & Technical Discussion
I'm really looking forward to this. I hope it all gets fully integrated into the game, as I for one am itching to make Singleplayer maps/experiences, but feel quite limited due to the limited documentation and lack of any sort of tools in ATLAS to intuitively develop solo maps with triggers and such, as well as the very limited options in actually telling a story/narrative. This narrative stuff, combined with ATLAS's editor being improved to actually include it's own Trigger Editor and such, so that modders, artists, etc. can develop stuff with these tools in a way that is intuitive and user friendly, would be an absolute godsend. -
Could you specify more directly what the issue is? If you're talking about the stretched out vertices, that's generally a result of vertices not actually being weighted to any bones, despite being a skeletal mesh. As a result, extreme warping of that sort will occur. Make sure every vertex on your mesh has weights applied to it.
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bot PETRA_Expert.More active bot, compatible with A27.
Jackerino replied to mod_3d's topic in Game Modification
Noticing an issue with this bot; on lower difficulties, (specifically I'm playing on Very Easy at the moment), I get spam in the logs which says "warning: Invalid command: Can't train 0 units" once Markets are built. This issue doesn't appear to happen on higher difficulties. -
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What was happening was that I was loading an old save when I would make changes for debugging purposes. However, the old save would load data incorrectly if something had changed, causing certain details to not be present, like unit lists on structures, language types for vocals, etc.; it worked perfectly once I started a new match or used the simulate feature in the map editor, which is what I've been doing now. Essentially, what I learned was, don't change details about a unit, or structure, and then load a previous save with that structure or unit from an older version of the mod. it will not auto-update with the newest changes.
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Jackerino changed their profile photo
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I'm working on a mod that adds new Civs based on various fantasy races and every other structure and building and training setup has worked so far. However, I have ran into an issue with making new Docks for my Civilization. Specifically, the issue I ran into was I made the Dock structure itself, which functions correctly and gets all of the Upgrades the way it's supposed to. However, despite having a functional ship_fishing.xml in the correct location with the correct labels, and with the dock.xml having everything labelled correctly, the fisherman boat doesn't show up on the menu for the docks. I'm honestly at a loss for what the issue is. Everything is set up correctly as far as I know, with most of it being direct copy/pastes of the Mauryan structure and unit templates before I started adding changes, with the Civ tags changed to be the correct label so that they are labelled under the correct Civilization. Even more bafflingly, in the information tab of the docks, it shows that it can train fisherman boats, yet it doesn't actually show up on the UI, for some strange reason. Any help or information would be greatly appreciated. Can't really make any naval ships until I figure out what's causing this issue. Worst case scenario, this Civ won't be able to have a Navy, which would be unfortunate. (Shown below is screenshots of the evidence + the attached offending .xml's) dock.xml ship_fishing.xml
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Rodger that! Judging by what you've said, I imagine it has to do with the UVMap stuff. Here it is; not sure how helpful it'll be though, but it's resulting in an infinitely looping crash that causes the crash pop up to flood my PC until it crashes Note: Changing the shaders so that they use a separate material without AO does fix the crash. Thank you for the pointer! mainlog.html
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I'm not entirely sure how to post bug reports on the Git but I tried anyway, but I'm posting here as well in the hopes of it being seen sooner. I've downloaded the latest build from https://play0ad.com/ for Windows; I did not use the SVN, and one thing to bring up is I'm missing the Actor Editor. It's okay, though, as I can still develop the game without it (but would love to still have it.) From there, my .dae files for custom structures (NOT Infantry) specifically is causing crashes in the Atlas Editor. All except for one; the Barracks model. I will include two .dae's below, and what will happen is, one will cause the Atlas Editor to crash, and one won't. I will also include the crashlog. I'm using the latest version of Blender as provided by Steam as well to make these .dae models. Specifically, the blacksmith one will be the one that causes a crash, and the barracks one won't. Interestingly, none of my custom infantry has caused the map editor to crash; it's only been structures. As a result, I've been testing my art in-game by doing consecutive skirmish matches over and over and over, and making saves/loads/etc.; while taking screenshots of my units in the Atlas Editor for previews and thumbnails. It would be nice to be able to use the Map Editor to make scenarios with my custom civilization, but this is actively preventing me from doing so. Any help or insight would be greatly appreciated! avian_barracks.dae avian_blacksmith.dae logs.zip
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Hello. Where is the Actor Editor, exactly?
Jackerino replied to Jackerino's topic in Tutorials & Guides
I'm on Windows, but, it's just simply not there, which is why it's confusing. I have Atlas and everything, but I don't seem to have the Actor Editor specifically
