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Showing results for tags 'Modding'.
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https://trac.wildfiregames.com/changeset/22586 Specifically, how can this be used for units with different genders represented in the actor? Is there an example yet in the core game?
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I would like to propose making an playlist of how to create a mod in official youtube channel for 0 AD. I can talk about some reasons, facilities of having a playlist called how to mod 0 AD. 1. People will have a clear idea about the setup and coding process. 2. very good idea on mod structure. 3. 0 AD can have a lot of programmers. 4. many mods could be build. 5. programmers will get a very intense and practical knowledge on programming. 6.people might encourage to play/help 0AD more. 7.It can generate a small donation from both channel and people. Some Pre Answer 1. Videoes make more sense primarily than reading. 2.Videoes inspire more.
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Is it possible (in a mod) to add a tech or upgrade to a unit that, when researched, gives it some extra HP? (Like healing. Let's say the unit has 100/800 HP, after researching this tech it gets 200/800 or something like that.)
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While I was modding my FCI mod I decided to make one of the minor factions look more like they actually looked in the gaming clan war the mod was based off of, I was trying to edit the 3d model of another unit but found I cannot as they are all in pmd files, I do not want to have to download the entire svn version of 0ad (it is massive in file size) to get the raw pmd files. How would I either convert the pmd files or get the raw dae files for the default 3d models ingame?
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When I was working on my FCI mod, I tried to add a custom menu background and the game will not load properly. Here are the files: background_fci.png.cached.ddsbackground_fci.png.cached.dds fcimod_background.xml background_flag.js I seem to be having this issue with every single custom asset I make, any way to properly add in custom assets?
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The first step in creating a new civilization is to create a unit, building and technology roaster. This roaster is also called civilization tree. The following link points to an example roaster for the Spartans: https://trac.wildfiregames.com/wiki/Civ%3A_Spartans The remaining question however is: how to balance the resource costs, life points, attack and defense points of units and buildings? Is this just made by try and error or is there any method to calculate all those factors?
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Roman Reference Extensive Glossary of Roman military terminolgy: http://members.tripod.com/~S_van_Dorst/glossary.html Roman Army Talk forums: http://www.romanarmytalk.com/rat/recent.html Greek Reference Extensive Glossary of Greek military terminolgy: http://members.tripod.com/~S_van_Dorst/Ancient_Warfare/Greece/greek_glossary.html
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The Council is both happy and proud to announce a brand new release!!! What is it?Rise of the East focusses on one faction the Chinese, during the Han Dynasty to be precise. With it's fancy theme this is surely one to mark! As a release name we've chosen Jīngzhì. This word means refinement. We've chosen this name because this mod is coming closer and closer to it's final state. What is new?The new release features a new building: the 'Government Center'. (modeled by Stanislas69) (See the big building in the top image) This buildings comes available in Phase III and features some technologies unique to the Han Chinese, to give you an edge to your opponents. The tech icons are made by niektb: Current features: - One playable faction: Han (No worries, the civilizations from the main game are still playable) - 2 Custom Random Maps: Loess Plateau and Gobi Desert (made by Spahbod) Who are we? The Council of Modders was formed up of two small modding teams and a few newcomers: Aristeia (about the bronze age) and Millennium A.D. (about medieval times) CoM aims to create a umbrella for all wannabee modders and help everyone needed and of course create their own projects, one of them is Rise of the East. Rise of the East was added to the project list in early-2014 after an agreement with Scion's lead Rob Kimball. That having said: We owe a large one to them for having paved the road for us to continue in their absence! How to:1. Unzip the download but leave the inner archive intact. 2. Place the unzipped folder into <installationdirectory>/binaries/data/mods. You'll see another folder there called 'public'. 3. Launch the game and enable the mod in Options>Mod Selection. Press 'Start Mods'. 4. Enjoy the mod! Download: Help needed! In the last few months some members retired leaving us shorthanded. We are currently especially in the need of artists. So if you're a talented artist with a passion for history and you would like to help us out, please contact us using a PM or (preferably) in this thread: http://wildfiregames...showtopic=18412 Thanks in advance! Our thanks go to everyone that helped us to achieve this mod through contributing, play testing or in another way! If you have tips / suggestions, feel free to let us know. Also if you find bugs, let them know too. Support 0 A.D. if you like us: http://play0ad.com/community/donate/ han_china.zip
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Part 1: I downloaded Alpha 19 directly. As soon as I start the game from the shortcut in the Windows start menu, it initiates and takes me directly to the mod selection menu. Is this normal? I thought it should take me to the main game menu. Part 2: In the mod selection window, I select the Alpha 19 mod, enable, and then start the mod. Then the main game menu comes up. The game works fine. However, when I go to the scenario editor, it does not start. I have given it over 5 min for the user interface to show up. However, when I open windows task manager pyrogenesis.exe is running in the background. This does not seem normal. Intuitively, I would assume the main game menu starts from the beginning, then I can go straight to the scenario editor. This is not the case. Is this normal? What do I need to change to get Atlas working?
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The Council is both happy and proud to announce a brand new release!!! Rise of the East What is it? Rise of the East focusses on one faction the Chinese, during the Han Dynasty to be precise. With it's fancy theme this is surely one to mark! As a release name we've chosen Sun Tzu. This person is renowned for writing The Art of War. We've chosen this name because of the huge changes with regards to the army (check the What is new? section). What is new? With the help of some Chinese historians we (especially Stanislas69) have turned the Chinese Army upside down. A lot of armors and helmets are completely reworked or brand new. This was because the old ones where not historically accurate. Also the balance is updated towards Alpha 18's standards. Some examples (note that these won't be visible during standard games as promotion is disabled in Alpha 18 and those new armor variants are mainly for advanced and elite units): Current features: - One playable faction: Han (No worries, the civilizations from the main game are still playable) - 2 Custom Random Maps: Loess Plateau and Gobi Desert (made by Spahbod) Who are we? The Council of Modders was formed up of two small modding teams and a few newcomers: Aristeia (about the bronze age) and Millennium A.D. (about medieval times) CoM aims to create a umbrella for all wannabee modders and help everyone needed and of course create their own projects, one of them is Rise of the East. Rise of the East was added to the project list in early-2014 after an agreement with Scion's lead Rob Kimball. That having said: We owe a large one to them for having paved the road for us to continue in their absence! How to: 1. Unzip the download but leave the inner archive intact. 2. Place the unzipped folder into <installationdirectory>/binaries/data/mods. You'll see another folder there called 'public'. 3. Alpha 18 requires one additional step to play the mod due to a packaging oversight: In the public.zip (which is in the public folder) there is a mod.json. Copy it and put it just outside of the zip file. (so you have 2 files inside the public folder: public.zip and mod.json) 4. Launch the game and enable the mod in Options>Mod Selection. Press 'Start Mods'. 5. Enjoy the mod! Download: han_china.zip mirror: http://www.moddb.com/mods/rote/downloads/sun-tzu-18 Help needed! In the last few months some members retired leaving us shorthanded. We are currently especially in the need of artists. So if you're a talented artist with a passion for history and you would like to help us out, please contact us using a PM or (preferably) in this thread: http://wildfiregames.com/forum/index.php?showtopic=18412 Thanks in advance! Our thanks go to everyone that helped us to achieve this mod through contributing, play testing or in another way! If you have tips / suggestions, feel free to let us know. Also if you find bugs, let them know too. Support 0 A.D. if you like us: http://play0ad.com/community/donate/
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Hey there, it's been quite some while since I've posted on here the last time. I also noticed that you already patched the priority problem which my other thread was about! It's nice to see how the game becomes better with every release. But onto my problem. This time it's about textures. I've been starting to simply paint over some body textures and it worked fine first. But now, I get weird problems with player colors and hair. Note: I didn't change any of the export settings while I exported the textures, the problems just started to appear for some reason. 1. Hair weirdness: the hair texture just stops before the alpha does and only lays the selected color on the head. But strangely, it works on the head it was made from just fine. https://dl.dropboxusercontent.com/u/93679544/0ad-hairoddness.png (Note: I know that this isn't the same head texture, but the one on the left had the exact same hair) 2. Player color weirdness: For some reason, I can't get the colors to work correctly anymore. (The guy on the left was done first, his player color is absolutely fine. The guy in the middle got the player color overbrighten (I've made sure there's not anything white on the alpha which could make it brighter, it's plain and simple transparent) and the guy on the right is the unmodified hellenic healer.) https://dl.dropboxusercontent.com/u/93679544/0ad-coloroddness.png I also tried to go through the transparent stripe with the eraser-tool and also made the stripe wider, but the added alpha just became black with only very little player color in it. https://dl.dropboxusercontent.com/u/93679544/0ad-morecoloroddness.png Note that the Gaia color (white) and yellow somehow look better. And these are my DDS Exporter settings in GIMP. https://dl.dropboxusercontent.com/u/93679544/DDSExporterSettings.png I've also tried using DXT1 and 5 instead but it didn't help. I'm at a loss. Can anyone tell me what's wrong? Best Regards
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I have a question, hoy i can train the Sanmite Skimser i put units_samnite_swordsman for example, but i can't find this unit