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Pureon

WFG Retired
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Posts 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. 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>

  3. 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.

  4. Do you have an example of a file that causes errors?

    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.

  5. Thanks for explaining the skeletons.xml stuff and the bone naming rules.

    Has anyone else managed to get this much to work and then failed with more complex things, or not even got this far?

    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.

  6. 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.

  7. I made a campfire, this is fun :D

    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 :D

    Edit:

    0ADbarrackssmoke.jpg

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