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Posts
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Posts posted by Gen.Kenobi
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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.
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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'd like to know what kind of car weighs 6 tons.
A Hummer?
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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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**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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I would like to make you a recommendation to the server.
If ever you change your machine or whatever reason you have to reinstall the OS. Do not use Ubunutu for a server, Debian is much more stable.
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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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
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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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Beautifull song:
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It's in the root.
Already posted the error, but if you want the whole crash log, here you go:
Much to our regret we must report the program has encountered an error.
Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files.
Details: unhandled exception (Breakpoint)
Location: unknown:0 (?)
Call stack:
(error while dumping stack: No stack frames found)
errno = 13 (Insufficient access rights to open file)
OS error = 0 (no error code was set)
====================================
SVN Revision: 10802
System info:
(generated 2012-01-31 21:51:40 UTC)
OS : Win7 SP 1 (6.1.7601)
CPU : IA-32, Intel Core i7-2600 @ 3.40GHz (1x4x2), 3.41 GHz
Memory : 8192 MiB; 6185 MiB free
Graphics Card : NVIDIA GeForce GTX 590;
OpenGL Drivers : 4.2.0; nvoglv64.dll (8.17.12.8562), nvoglv32.dll (8.17.12.8562)
Video Mode : 1920x1080:32
Sound Card : NVIDIA High Definition Audio; Realtek High Definition Audio;
Sound Drivers :
OpenGL Extensions:
GL_ARB_base_instance
GL_ARB_blend_func_extended
GL_ARB_color_buffer_float
GL_ARB_compatibility
GL_ARB_compressed_texture_pixel_storage
GL_ARB_conservative_depth
GL_ARB_copy_buffer
GL_ARB_depth_buffer_float
GL_ARB_depth_clamp
GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_draw_buffers_blend
GL_ARB_draw_indirect
GL_ARB_draw_elements_base_vertex
GL_ARB_draw_instanced
GL_ARB_ES2_compatibility
GL_ARB_explicit_attrib_location
GL_ARB_fragment_coord_conventions
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_framebuffer_object
GL_ARB_framebuffer_sRGB
GL_ARB_geometry_shader4
GL_ARB_get_program_binary
GL_ARB_gpu_shader5
GL_ARB_gpu_shader_fp64
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_imaging
GL_ARB_instanced_arrays
GL_ARB_internalformat_query
GL_ARB_map_buffer_alignment
GL_ARB_map_buffer_range
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_occlusion_query2
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_provoking_vertex
GL_ARB_robustness
GL_ARB_sample_shading
GL_ARB_sampler_objects
GL_ARB_seamless_cube_map
GL_ARB_separate_shader_objects
GL_ARB_shader_atomic_counters
GL_ARB_shader_bit_encoding
GL_ARB_shader_image_load_store
GL_ARB_shader_objects
GL_ARB_shader_precision
GL_ARB_shader_subroutine
GL_ARB_shading_language_100
GL_ARB_shading_language_420pack
GL_ARB_shading_language_include
GL_ARB_shading_language_packing
GL_ARB_shadow
GL_ARB_sync
GL_ARB_tessellation_shader
GL_ARB_texture_border_clamp
GL_ARB_texture_buffer_object
GL_ARB_texture_buffer_object_rgb32
GL_ARB_texture_compression
GL_ARB_texture_compression_bptc
GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map
GL_ARB_texture_cube_map_array
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_gather
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_multisample
GL_ARB_texture_non_power_of_two
GL_ARB_texture_query_lod
GL_ARB_texture_rectangle
GL_ARB_texture_rg
GL_ARB_texture_rgb10_a2ui
GL_ARB_texture_storage
GL_ARB_texture_swizzle
GL_ARB_timer_query
GL_ARB_transform_feedback2
GL_ARB_transform_feedback3
GL_ARB_transform_feedback_instanced
GL_ARB_transpose_matrix
GL_ARB_uniform_buffer_object
GL_ARB_vertex_array_bgra
GL_ARB_vertex_array_object
GL_ARB_vertex_attrib_64bit
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_vertex_type_2_10_10_10_rev
GL_ARB_viewport_array
GL_ARB_window_pos
GL_ATI_draw_buffers
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_S3_s3tc
GL_EXT_texture_env_add
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_bindable_uniform
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array
GL_EXT_Cg_shader
GL_EXT_depth_bounds_test
GL_EXT_direct_state_access
GL_EXT_draw_buffers2
GL_EXT_draw_instanced
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXTX_framebuffer_mixed_formats
GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB
GL_EXT_geometry_shader4
GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_float
GL_EXT_packed_pixels
GL_EXT_pixel_buffer_object
GL_EXT_point_parameters
GL_EXT_provoking_vertex
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_shader_objects
GL_EXT_separate_specular_color
GL_EXT_shader_image_load_store
GL_EXT_shadow_funcs
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture3D
GL_EXT_texture_array
GL_EXT_texture_buffer_object
GL_EXT_texture_compression_dxt1
GL_EXT_texture_compression_latc
GL_EXT_texture_compression_rgtc
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_format_BGRA8888
GL_EXT_texture_integer
GL_EXT_texture_lod
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_shared_exponent
GL_EXT_texture_sRGB
GL_EXT_texture_sRGB_decode
GL_EXT_texture_storage
GL_EXT_texture_swizzle
GL_EXT_texture_type_2_10_10_10_REV
GL_EXT_timer_query
GL_EXT_transform_feedback2
GL_EXT_vertex_array
GL_EXT_vertex_array_bgra
GL_EXT_vertex_attrib_64bit
GL_EXT_import_sync_object
GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region
GL_NV_alpha_test
GL_NV_blend_minmax
GL_NV_blend_square
GL_NV_complex_primitives
GL_NV_conditional_render
GL_NV_copy_depth_to_color
GL_NV_copy_image
GL_NV_depth_buffer_float
GL_NV_depth_clamp
GL_NV_explicit_multisample
GL_NV_fbo_color_attachments
GL_NV_fence
GL_NV_float_buffer
GL_NV_fog_distance
GL_NV_fragdepth
GL_NV_fragment_program
GL_NV_fragment_program_option
GL_NV_fragment_program2
GL_NV_framebuffer_multisample_coverage
GL_NV_geometry_shader4
GL_NV_gpu_program4
GL_NV_gpu_program4_1
GL_NV_gpu_program5
GL_NV_gpu_program_fp64
GL_NV_gpu_shader5
GL_NV_half_float
GL_NV_light_max_exponent
GL_NV_multisample_coverage
GL_NV_multisample_filter_hint
GL_NV_occlusion_query
GL_NV_packed_depth_stencil
GL_NV_parameter_buffer_object
GL_NV_parameter_buffer_object2
GL_NV_path_rendering
GL_NV_pixel_data_range
GL_NV_point_sprite
GL_NV_primitive_restart
GL_NV_register_combiners
GL_NV_register_combiners2
GL_NV_shader_atomic_counters
GL_NV_shader_buffer_load
GL_NV_texgen_reflection
GL_NV_texture_barrier
GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4
GL_NV_texture_expand_normal
GL_NV_texture_lod_clamp
GL_NV_texture_multisample
GL_NV_texture_rectangle
GL_NV_texture_shader
GL_NV_texture_shader2
GL_NV_texture_shader3
GL_NV_transform_feedback
GL_NV_transform_feedback2
GL_NV_vertex_array_range
GL_NV_vertex_array_range2
GL_NV_vertex_attrib_integer_64bit
GL_NV_vertex_buffer_unified_memory
GL_NV_vertex_program
GL_NV_vertex_program1_1
GL_NV_vertex_program2
GL_NV_vertex_program2_option
GL_NV_vertex_program3
GL_NVX_conditional_render
GL_NVX_gpu_memory_info
GL_OES_depth24
GL_OES_depth32
GL_OES_depth_texture
GL_OES_element_index_uint
GL_OES_fbo_render_mipmap
GL_OES_get_program_binary
GL_OES_mapbuffer
GL_OES_packed_depth_stencil
GL_OES_rgb8_rgba8
GL_OES_standard_derivatives
GL_OES_texture_3D
GL_OES_texture_float
GL_OES_texture_float_linear
GL_OES_texture_half_float
GL_OES_texture_half_float_linear
GL_OES_texture_npot
GL_OES_vertex_array_object
GL_OES_vertex_half_float
GL_SGIS_generate_mipmap
GL_SGIS_texture_lod
GL_SGIX_depth_texture
GL_SGIX_shadow
GL_SUN_slice_accum
GL_WIN_swap_hint
WGL_EXT_swap_control
SMBIOS:
[Bios]
vendor: "American Megatrends Inc."
version: "0501"
startSegment: F000
releaseDate: "05/09/2011"
flags: pci|upgradable|shadowing|boot_cd|selectable_boot|socketed_rom|edd|int13d|int13e|int13f|int5|int9|int14|int17
vendorFlags: 5
flags1: acpi|usb_legacy
flags2: bios_boot|targeted_content_distribution
size: 8 MiB
[System]
manufacturer: "System manufacturer"
productName: "System Product Name"
version: "System Version"
serialNumber: "System Serial Number"
uuid0: 11E09B743040D7C0
uuid1: D97809E9DA14E3A1
wakeUpType: power_switch
[Baseboard]
manufacturer: "ASUSTeK Computer INC."
product: "P8Z68-V"
version: "Rev 1.xx"
serialNumber: "110394330002997"
flags: motherboard|replaceable
hChassis: 3
type: motherboard
[Chassis]
manufacturer: "Chassis Manufacture"
type: desktop
version: "Chassis Version"
serialNumber: "Chassis Serial Number"
assetTag: "Asset-1234567890"
state: ok
powerState: ok
thermalState: ok
securityStatus: none
numPowerCords: 1
[Processor]
socket: "LGA1155"
type: CPU
family: 191
manufacturer: "Intel"
id: BFEBFBFF000206A7
version: "Intel(R) Core(TM) i7-2600 CPU @ 3.40GHz"
voltage: 10 dV
externalClockFrequency: 100 MHz
maxFrequency: 3800 MHz
bootFrequency: 3400 MHz
status: enabled
upgrade: other
hL1: 5
hL2: 6
hL3: 7
coresPerPackage: 4
enabledCores: 1
logicalPerPackage: 2
flags: x64
family2: 191
populated: true
[Cache]
designation: "L1-Cache"
configuration: enabled
supportedFlags: other
currentFlags: other
ecc: none
type: unified
associativity: A8
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location: internal
mode: write_back
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installedSize: 256 KiB
[Cache]
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supportedFlags: other
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ecc: none
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[Cache]
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ecc: none
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level: 3
location: internal
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maxSize: 8 MiB
installedSize: 8 MiB
[PortConnector]
internalDesignator: "PS/2 Keyboard"
internalConnectorType: none
externalDesignator: "PS/2 Keyboard"
externalConnectorType: ps2
portType: keyboard
[PortConnector]
internalDesignator: "USB9_10"
internalConnectorType: none
externalDesignator: "USB9_10"
externalConnectorType: access_bus_usb
portType: usb
[PortConnector]
internalDesignator: "USB11_12"
internalConnectorType: none
externalDesignator: "USB11_12"
externalConnectorType: access_bus_usb
portType: usb
[PortConnector]
internalDesignator: "GbE LAN"
internalConnectorType: none
externalDesignator: "GbE LAN"
externalConnectorType: rj45
portType: network
[PortConnector]
internalDesignator: "AUDIO"
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externalDesignator: "AUDIO"
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portType: audio
[PortConnector]
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internalConnectorType: sas_sata
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portType: sata
[PortConnector]
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portType: sata
[PortConnector]
internalDesignator: "SATA3"
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portType: sata
[PortConnector]
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portType: sata
[PortConnector]
internalDesignator: "SATA5"
internalConnectorType: sas_sata
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portType: sata
[PortConnector]
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internalConnectorType: sas_sata
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portType: sata
[PortConnector]
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portType: usb
[PortConnector]
internalDesignator: "AAFP"
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portType: audio
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internalDesignator: "CHA_FAN1"
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[PortConnector]
internalDesignator: "PWR_FAN"
internalConnectorType: other
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portType: other
[PortConnector]
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internalConnectorType: on_board_ide
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[PortConnector]
internalDesignator: "F_ESATA"
internalConnectorType: sas_sata
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portType: sata
[SystemSlot]
designation: "PCIEX16_1"
type: pcie
busWidth: _32
usage: in_use
length: _short
id: 1
flags1: v3_3|shared
flags2: pme
deviceNumber: 1
[SystemSlot]
designation: "PCIEX1_1"
type: pcie
busWidth: _32
usage: in_use
length: _short
id: 2
flags1: v3_3|shared
flags2: pme
deviceNumber: 28
functionNumber: 3
[SystemSlot]
designation: "PCIEX1_2"
type: pcie
busWidth: _32
usage: in_use
length: _short
id: 3
flags1: v3_3|shared
flags2: pme
deviceNumber: 28
functionNumber: 4
[SystemSlot]
designation: "PCI1"
type: pci
busWidth: _32
usage: in_use
length: _short
id: 4
flags1: v3_3|shared
flags2: pme
deviceNumber: 28
functionNumber: 6
[OnBoardDevices]
type: ethernet
description: "Onboard Ethernet"
enabled: true
[MemoryArray]
location: motherboard
use: system
ecc: none
numDevices: 4
maxCapacity: 32 GiB
[MemoryDevice]
hMemoryArray: 36
totalWidth: 64 bits
dataWidth: 64 bits
formFactor: DIMM
locator: "DIMM0"
bank: "BANK0"
type: unknown
typeFlags: synchronous
manufacturer: "Manufacturer0"
serialNumber: "SerNum0"
assetTag: "AssetTagNum0"
partNumber: "Array1_PartNumber0"
[MemoryDevice]
hMemoryArray: 36
totalWidth: 64 bits
dataWidth: 64 bits
formFactor: DIMM
locator: "DIMM1"
bank: "BANK1"
type: unknown
typeFlags: synchronous
manufacturer: "Manufacturer1"
serialNumber: "SerNum1"
assetTag: "AssetTagNum1"
partNumber: "Array1_PartNumber1"
[MemoryDevice]
hMemoryArray: 36
totalWidth: 64 bits
dataWidth: 64 bits
formFactor: DIMM
locator: "DIMM2"
bank: "BANK2"
type: DDR3
typeFlags: synchronous
speed: 1333 MHz
manufacturer: "Kingston"
serialNumber: "5327FF3"
assetTag: "AssetTagNum2"
partNumber: "9905471-006.A01LF"
size: 4 GiB
rank: 2
[MemoryDevice]
hMemoryArray: 36
totalWidth: 64 bits
dataWidth: 64 bits
formFactor: DIMM
locator: "DIMM3"
bank: "BANK3"
type: DDR3
typeFlags: synchronous
speed: 1333 MHz
manufacturer: "Kingston"
serialNumber: "770C768"
assetTag: "AssetTagNum3"
partNumber: "99U5471-012.A00LF"
size: 4 GiB
rank: 2
[MemoryArrayMappedAddress]
hMemoryArray: 36
partitionWidth: 1
endAddress: 1FFFFFC00
[MemoryDeviceMappedAddress]
hMemoryDevice: 45
hMemoryArrayMappedAddress: 38
partitionRowPosition: 1
endAddress: FFFFFC00
[MemoryDeviceMappedAddress]
hMemoryDevice: 48
hMemoryArrayMappedAddress: 38
partitionRowPosition: 1
startAddress: 100000000
endAddress: 1FFFFFC00
[VoltageProbe]
description: "LM78A"
[VoltageProbe]
description: "LM78B"
[VoltageProbe]
description: "LM78B"
[CoolingDevice]
hTemperatureProbe: 56
group: 1
nominalSpeed: 32768 rpm
type: (unknown CoolingDeviceType 18)
[CoolingDevice]
hTemperatureProbe: 56
group: 1
nominalSpeed: 32768 rpm
type: (unknown CoolingDeviceType 18)
[CoolingDevice]
hTemperatureProbe: 76
group: 1
nominalSpeed: 32768 rpm
type: (unknown CoolingDeviceType 18)
[CoolingDevice]
hTemperatureProbe: 82
group: 1
nominalSpeed: 32768 rpm
type: (unknown CoolingDeviceType 18)
[TemperatureProbe]
description: "LM78A"
[TemperatureProbe]
description: "LM78B"
[TemperatureProbe]
description: "LM78B"
[SystemBoot]
status: no_error
[ManagementDevice]
description: "LM78-1"
type: LM78
addressType: port
[ManagementDevice]
description: "2"
type: LM78
addressType: port
[ManagementDeviceComponent]
hDevice: 52
hComponent: 52
hThreshold: 53
[ManagementDeviceComponent]
hDevice: 52
hComponent: 55
hThreshold: 56
[ManagementDeviceComponent]
hDevice: 52
hComponent: 58
hThreshold: 59
[ManagementDeviceComponent]
hDevice: 52
hComponent: 61
hThreshold: 62
[ManagementDeviceComponent]
hDevice: 52
hComponent: 64
hThreshold: 62
[ManagementDeviceComponent]
hDevice: 69
hComponent: 69
hThreshold: 70
[ManagementDeviceComponent]
hDevice: 69
hComponent: 72
hThreshold: 73
[ManagementDeviceComponent]
hDevice: 69
hComponent: 75
hThreshold: 76
[ManagementDeviceComponent]
hDevice: 69
hComponent: 78
hThreshold: 79
[ManagementDeviceComponent]
hDevice: 69
hComponent: 81
hThreshold: 82
[ManagementDeviceComponent]
hDevice: 69
hComponent: 84
hThreshold: 85
[ManagementDeviceComponent]
hDevice: 69
hComponent: 87
hThreshold: 85
[ManagementDeviceComponent]
hDevice: 69
hComponent: 90
hThreshold: 85
[ManagementDeviceThreshold]
nonCriticalLo: 1
nonCriticalHi: 2
criticalLo: 3
criticalHi: 4
nonrecoverableLo: 5
nonrecoverableHi: 6
[ManagementDeviceThreshold]
nonCriticalLo: 1
nonCriticalHi: 2
criticalLo: 3
criticalHi: 4
nonrecoverableLo: 5
nonrecoverableHi: 6
[ManagementDeviceThreshold]
nonCriticalLo: 1
nonCriticalHi: 2
criticalLo: 3
criticalHi: 4
nonrecoverableLo: 5
nonrecoverableHi: 6
[ManagementDeviceThreshold]
nonCriticalLo: 1
nonCriticalHi: 2
criticalLo: 3
criticalHi: 4
nonrecoverableLo: 5
nonrecoverableHi: 6
[ManagementDeviceThreshold]
[ManagementDeviceThreshold]
nonCriticalLo: 7
nonCriticalHi: 8
criticalLo: 8
criticalHi: 10
nonrecoverableLo: 11
nonrecoverableHi: 12
[ManagementDeviceThreshold]
nonCriticalLo: 13
nonCriticalHi: 14
criticalLo: 15
criticalHi: 16
nonrecoverableLo: 17
nonrecoverableHi: 18
[ManagementDeviceThreshold]
nonCriticalLo: 1
nonCriticalHi: 2
criticalLo: 3
criticalHi: 4
nonrecoverableLo: 5
nonrecoverableHi: 6
[ManagementDeviceThreshold]
nonCriticalLo: 1
nonCriticalHi: 2
criticalLo: 3
criticalHi: 4
nonrecoverableLo: 5
nonrecoverableHi: 6
[ManagementDeviceThreshold]
nonCriticalLo: 1
nonCriticalHi: 2
criticalLo: 3
criticalHi: 4
nonrecoverableLo: 5
nonrecoverableHi: 6
[ManagementDeviceThreshold]
nonCriticalLo: 1
nonCriticalHi: 2
criticalLo: 3
criticalHi: 4
nonrecoverableLo: 5
nonrecoverableHi: 6
[ManagementDeviceThreshold]
[ManagementDeviceThreshold]
[SystemPowerSupply]
group: 1
hVoltageProbe: 53
hCoolingDevice: 59
hCurrentProbe: 65
[SystemPowerSupply]
group: 1
hVoltageProbe: 53
hCoolingDevice: 59
hCurrentProbe: 65
[OnboardDevices2]
referenceDesignation: " Onboard IGD"
type: video
instance: 1
enabled: true
deviceNumber: 2
[OnboardDevices2]
referenceDesignation: " Onboard LAN"
type: ethernet
instance: 1
enabled: true
deviceNumber: 25
[OnboardDevices2]
referenceDesignation: " Onboard 1394"
type: other
instance: 1
busNumber: 3
enabled: true
deviceNumber: 28
functionNumber: 2
====================================
Main log:
(unavailable)
==================================== -
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.
-
That's great news!
Jason, could you share the edited .dae file?
So I can also try it?
Animation Pipeline
in Art Development
Posted
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?