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Pureon

WFG Retired
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Everything posted by Pureon

  1. ERROR: Collada error: Assertion not satisfied (line 389): failed requirement "recognised skeleton structure" ERROR: CSkeletonAnimManager::GetAnimation(art/animation/test/0ADIberianRammove.dae): Failed loading, marked file as bad I still receive the above error in Atlas, even when I use the actor code you posted. Perhaps it could be because I test in Alpha3, and you're probably testing in an up-to-date version. I'll work it out. I confirm that in Blender the ram wheels turn 120 degrees in the correct direction in each of the 3 keyframes.
  2. Weird. The wheels turn 360 in Blender in a 30 frame animation, so they should loop in 0AD too. I can't look at it now, but maybe very late tonight when I get home. Not sure why it played for you but not for me. Thanks for testing Ykkrosh!
  3. I'm doing something wrong. 0AD's not recognising the skeleton structure of this animated ram model: [REMOVED] I added this to skeletons.xml - <standard_skeleton title="Four Wheel Ram" id="Ram"> <bone name="RamBone"> <bone name="WheelLeftBack"></bone> <bone name="WheelLeftFront"></bone> <bone name="WheelRightBack"></bone> <bone name="WheelRightFront"></bone> <bone name="Weapon"></bone> </bone> </standard_skeleton> <skeleton title="Four Wheel Ram" target="Ram"> <identifier> <root>FourWheelRam</root> </identifier> <bone name="RamBone"><target>RamBone</target> <bone name="WheelLeftBack"><target>WheelLeftBack</target></bone> <bone name="WheelLeftFront"><target>WheelLeftFront</target></bone> <bone name="WheelRightBack"><target>WheelRightBack</target></bone> <bone name="WheelRightFront"><target>WheelRightFront</target></bone> <bone name="Weapon"><target>Weapon</target></bone> </bone> </skeleton>
  4. I'm a pleb too, I always believed it was the way light interacts with a 3D object's geometry and textures, to produce the full picture.
  5. I've only ever animated mechanical objects (spaceships, tanks, and boats) so the lion will be a challenge for me too
  6. Oh ok BTW does the lion have a walk animation?
  7. Join all your objects into 1 mesh. Manually convert all your quad faces to tris, and make sure all the UV information is within the UV artboard. Also delete any camaras or lights. The 2.56a exporter doesn't have any settings, so you have to do all the clearing before exporting. I started testing it last night, but I got home from work too late to get very far. On friday evening I'll have time though.
  8. That doesn't look too bad, but I agree it's not good enough, even with the 100% framerate increase. With higher-res textures for the trees it might look acceptable though. Thanks for testing it!
  9. I'll have a look, although I've probably deleted them all by now (plus those may have been from 2.55 beta not 2.56a) Thanks for taking a look for me, hope my step-by-step tutorial was a little helpful, despite being aimed at 2.49b. I wonder how compatible Blender 2.5 animations will be with the 3DS Max Collada importer.
  10. Thanks for explaining the skeletons.xml stuff and the bone naming rules. I don't think any of us got that far. Using Blender 2.56a beta for static models quite often produces Collada errors within 0AD, so I've tried to stick to the tried and tested 2.49b when experimenting with animations.
  11. Would 1-bit transparency work for tree textures? It would need some testing, but at least for some varieties it could be acceptable visually.
  12. Hmm, in which case I might remove the transparency in the Celt siege ram's texture and instead make the mesh look like animal skins are hanging off the edges. This will probably add about 300 polys, but it'll remove the evil transparency.
  13. Spartan King Leonidas leads his troops to battle through the thick morning mist
  14. Holy cow indeed! Very tranquil screenshot, the green roof colour works very well for the elvish buildings. Great work Shield Bearer!
  15. Haha! Is the advanced campfire committed? As do I, it was just an experiment using the multiply blend mode, which can't do gray
  16. That's the first thing I did when I got home from work today, but mine was only a few sticks burning, yours is so much more advanced Does using multiply blending for smoke reduce the impact on performance at all (no need for transparency within the texture file)? I'm going to go and burn more stuff now Edit:
  17. Dust appearing around 'collapsing' buildings would be great. I must say this system looks very versatile, very easy to add to any existing units, easy to create new types of fire/effect by creating new png files, and it even has adjustable properties in the definition file. Brilliant.
  18. Looks comfy: http://dragonmaw.tumblr.com/post/4278800848/cuteputes-i-had-a-friend-who-tried-this-once I'd never get up.
  19. So pretty! I like the architectural style, very elfish.
  20. My Windows 98 computer had more than 223MB RAM Thanks for the summary Ykkrosh, very interesting!
  21. I agree, some of these guys are totally outstanding. You also deserve credit for returning to help after so many years Quacker. p.s. hurry up and work on the trailer!
  22. Thanks Venn! Really appreciated. Quacker are you ok with flac format? Any feedback?
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