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Everything posted by Gen.Kenobi
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Hmm... Peharps some of the programmers could help with the implementation of Blender COLLADA? Hehehe Just kidding. I know we're all very busy. But, anyways, where do we go from here?
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I'm not sure if the 2.59 has the Collada exporter working correctly... Maybe that's the probleman. The importer on the 2.6 is screwed, but the exporter is just fine.
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Awesome! Can't wait to see it ingame Well... Blender's Rigfy only works for bipeds, so... I wouldn't mind getting my hands dirt and re-doing some old animations, but, unfortunatly, I have very little free time in my hands this year. BTW, can you get me .gif? I'm just eager to see it, but somehow, I screwed my instalation, so I'll need to take sometime putting new things in the right places
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I'll see... I'm just very very busy with real life, so, not really much time to try to figure these things out. I just used Rigfy, because it worked like a charm and it was very easy to do. Creating good biped-rigs, usually takes lots of time, but doesn't means that can't be done. I'll give it a try with the COLLADA baking thing. That's it! I guess it'll now be working. fisherman-anim-baked.zip
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Bumping. Any news?
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Yep. Try redownloading it And BTW, a funny note, when I read your topic's tittle, I saw NCIS LOLed.
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I used the Blender's pose editor to pose the model throught the frames inside an action (It's a blender thing that allows you to make multiple different animations with the same model and allows them to be repeated in a time, if you're actually working in an animation movie. I made use of IK and FK solvers in the rig - within the Rigfy modifier.... Painted a few vertexes for the bone's weight...Don't remember anything else. Not sure what I did wrong... (I did everything by the book - actually, by the training series, the guy animated a model and actually got into Unity with this system. [i didn't look at the unity export lesson, thought.] )
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CamStudio? Are we talking about the same program? What were your settings? How did you get CamStudio to record in such High-Quality? And ingame?
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What a nuke would be in the 0a.d Timeline? hehehe Just wondering what kinda of Mass Destruction weapons they had... (Needs to watch more HistoryChannel ) An awkhardly big trebuchet?
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Awesome Ben! So...where did we stop?
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Mythos_Ruler's Playlist
Gen.Kenobi replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
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**dreams** Ah if just... Normal/Bump/Spec maps...**dreams** / Wakes up
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I liked your video editing. Looks really nice! I guess there's just one mistake on the video: When you said about Celts...I guess they were the Iberians
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As long as the server is Linux, I'm fine with it.
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Do I have to clear that cache thing?
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I think the main issue would be blending the roads well with the maps, so it don't look out-placed or uggly - like in EEII, in RON they were made in a quite good way, however their gameplay and maps were quite different from what we have now at 0ad...
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Alternative Combat System
Gen.Kenobi replied to Mythos_Ruler's topic in Game Development & Technical Discussion
I don't know you guys, but I would really love a way for units to actually engage in men to men combat (one in one), like in the Total War series... the animations were cool...and it was quite ramdom the way the units were killed - at least it looked prety ramdom. Just my dream -
I never understood the actual use of roads in an RTS game (it's not SimCity afterall )... Indeed they speeded up the units a bit in EEII, but, really... Not very usefull
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I guess it wouldn't mind if just the actor or the fishing boat+ the actor, because the model - fisherman_paddling.dae- fails to load first because of the skeleton structure...
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Indeed. Minor XML codding mistake by me This is what I got now: ERROR: art/meshes/skeletal/fisherman_paddling.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: Could not load mesh 'art/meshes/skeletal/fisherman_paddling.dae' ERROR: CObjectEntry::BuildVariation(): Model art/meshes/skeletal/fisherman_paddling.dae failed to load ERROR: Failed to build prop model "units/china/chin_fisherman.xml" on actor "fishing_ship" Back where we started. :/
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Mythos_Ruler's Playlist
Gen.Kenobi replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
Beautifull song: -
It's in the root. Already posted the error, but if you want the whole crash log, here you go:
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LOL. I got a program error when trying to load the fisherman in the map editor... Atlas crashed. Assertion failed: "variant.GetNodeName() == el_variant" Location: ObjectBase.cpp:133 (CObjectBase::Load) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 0 (no error code was set) Just did what you said, and added a texture: <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <group> <variant frequency="100" name="Base"> <animations> <animation file="fisherman_paddling.dae" name="idle" speed="10"/> </animations> <mesh>skeletal/fisherman_paddling.dae</mesh> </variant> <group> <variant frequency="1" name="Clothes-1"> <texture>skeletal/chin_iar_b.png</texture> </variant> </group> </group> <material>player_trans.xml</material> </actor> LOL. And yeah, I have added your new skeleton code into the skeleton.xml file.
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That's great news! Jason, could you share the edited .dae file? So I can also try it?