SMST Posted May 10, 2010 Report Share Posted May 10, 2010 Very nice screenshots! Though as usual, they break the forum frame.Apologies.One thing I noticed about the models is that most of the Greek units have no beards.Is this usual in the game as written, or is it the result of your mod? Also, I thinkAlexander's unarmored mode looks bald. I don't know if you made your own textures,but if you can I suggest eventually adding some more hair to him. Hmm, the people in the last screen have beards, after all. And for the Sacred Band Warriors i chose the head model without beards deliberatly for this group consisted of young men only. (which were all homosexual couples btw.)I made no new textures for this, just re-arranging the existing ones. I agree that Alexander is missing "something", but i have very limited texturing skills.^^Otherwise, I think it's simply awesome that the game can already be modded, even to a limited extent.Yeah, imagine what it will be if 0 A.D. is finally released.Thanks for the nice feedback, all of you! Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted May 11, 2010 Author Report Share Posted May 11, 2010 Hmm, Alexander doesn't look "bald" to me. he has blond hair. Quote Link to comment Share on other sites More sharing options...
blablahead Posted June 20, 2010 Report Share Posted June 20, 2010 I'm trying to get a screenshot of the unit I just modded, but I can't find it in the place Ykkrosh suggested. Anywhere else it might be? Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted June 20, 2010 Author Report Share Posted June 20, 2010 This is the path for my screenshot folder:C:\Documents and Settings\Michael\Application Data\0ad\data\screenshotsI think the final path for screenshots will be in My Documents\My Games\0 A.D.\ (for Windows users), like other games, but that hasn't been implemented. For now the screens show up in the "Application Data" folder you see there, which is a hidden folder. Quote Link to comment Share on other sites More sharing options...
blablahead Posted June 20, 2010 Report Share Posted June 20, 2010 (edited) For some reason they're not going there, so I just did Print Screen and pasted it into paint. Here is my fisrt modest attempt at modding the game: a Viking Huskarl.BTW, I love the Actor Editor! Can't wait for the full game to come out so I have more material to mod with. Edited June 20, 2010 by blablahead Quote Link to comment Share on other sites More sharing options...
SMST Posted June 20, 2010 Report Share Posted June 20, 2010 Great! I, for myself, was not able to use the Actor Editor and went for the .xml-files. Did you do new textures for that model? (the shield looks like it) Quote Link to comment Share on other sites More sharing options...
blablahead Posted June 20, 2010 Report Share Posted June 20, 2010 Yeah the shield and helmet are retextured. The helmet looks too blue in that picture, so I made it more silver. Quote Link to comment Share on other sites More sharing options...
chess007_phoenix_clan Posted July 10, 2010 Report Share Posted July 10, 2010 Will there be documentation as to the maximum and minimum values supported by the game engine? For example, I noticed a hack armor value of 9.0 in the following screen shot:http://www.wildfiregames.com/forum/index.p...pe=post&id=2349What is the highest value hack armor could be? Also, how many decimal places can numbers be carried out ? I.e. would 9.500 be a valid hack armor value ? Just curious as to how the game engine handles numbers. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted July 10, 2010 Author Report Share Posted July 10, 2010 No stat limits have been decided yet. Basically, 100 HPs would be good for a regular soldier, etc. Quote Link to comment Share on other sites More sharing options...
Ykkrosh Posted July 10, 2010 Report Share Posted July 10, 2010 The engine implementation doesn't impose any tight limits - most data like armour strengths is simply processed as normal JavaScript numbers (effectively 64-bit floating point), so it can handle anything up to around 10^308 and about sixteen significant digits. The GUI currently just uses JS's normal number-to-string conversion, so you can enter "9.500" in the entity XML file but it'll display as "9.5". Quote Link to comment Share on other sites More sharing options...
chess007_phoenix_clan Posted July 11, 2010 Report Share Posted July 11, 2010 The way it handles numbers is great! That means small adjustments can be made for balance purposes. For example 9.004 could be an armor value. Or 9.125, etc. "No stat limits have been decided yet."That's good. It makes the engine very flexible for modders. Great job with everything. I've been following this project for years. Is it possible to make flying units (not in game but in a mod - for example a fantasy dragon) ? And if it is possible, would it be possible to make ground units which could attack something that was in the air? I understand if this function is not implemented in 0 AD. or the game engine as it makes no sense for the time period. Quote Link to comment Share on other sites More sharing options...
Ykkrosh Posted July 11, 2010 Report Share Posted July 11, 2010 It should be possible implement flying units with just some changes to the gameplay scripts and data files. Replace their UnitMotion component (which talks to the pathfinder and makes people walk around and avoid each other) with a new component that implements some kind of flying motion (which could even handle realistic planes with minimum speeds and turning circles etc) and responds to the same "move to target" commands. Change some of the attack code to ignore unreachable targets (e.g. melee units can't hit flying units, ranged units have to account for vertical distance). Then it should basically work, I think. We won't need that code for 0 A.D. and should probably focus on writing features that we do need, but I think the engine makes it quite easy to add. Quote Link to comment Share on other sites More sharing options...
SMST Posted July 11, 2010 Report Share Posted July 11, 2010 Hey, Ykkrosh, you just made me very happy by saying that. Quote Link to comment Share on other sites More sharing options...
blablahead Posted July 12, 2010 Report Share Posted July 12, 2010 SMST, are those units in your sig units you have modded? Because they look awesome! Especially the cavalry archer, he looks very Persian (or Scythian maybe) Quote Link to comment Share on other sites More sharing options...
SMST Posted July 12, 2010 Report Share Posted July 12, 2010 Thanks for the compliment. Yeah, the cavalry archer is supposed to be Skythian. (the body texture is included in the alpha release) Pity that there are no cavalry archer attack animations yet. Quote Link to comment Share on other sites More sharing options...
blablahead Posted July 13, 2010 Report Share Posted July 13, 2010 (edited) Nice. Are you planning on adding a Scythian civ? And what are the other two units?BTW, has anybody tried editing/creating any models yet? I want to try, but I have no clue where to start... Edited July 13, 2010 by blablahead Quote Link to comment Share on other sites More sharing options...
SMST Posted July 13, 2010 Report Share Posted July 13, 2010 (edited) Well, as you may see from my other thread, Pyrogenesis: Empire, I am planning to mod the game entirely. Including Scythians. But adding a Skythian faction to vanilla 0AD first may be a good practice.I have no modelling skills whatsoever, but I think Blender works quite well, the devs are using it, too. I don't know how to export the files and in which folder they are to be put. Some enlightenment by the developers could help us.EDIT:Oh, as for the other two units: In the middle is the Sacred Band Hoplite (which I mentioned earlier in the thread) and right, there is a generic Longbowman (in Celitic cloth, but not neccessarily Celtic) Edited July 13, 2010 by SMST Quote Link to comment Share on other sites More sharing options...
blablahead Posted August 24, 2010 Report Share Posted August 24, 2010 I'm having a small problem with creating an entity from an actor I made. What is a "parent entity"? Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted August 24, 2010 Author Report Share Posted August 24, 2010 A parent entity is what the child entity inherits its traits from. Look at the existing entity files and see how they inherit traits from parent entities. Quote Link to comment Share on other sites More sharing options...
blablahead Posted August 25, 2010 Report Share Posted August 25, 2010 Ok. I'm making a swordsman, so I chose infantry_melee_swordsman or something like that. When I try to place the unit in Atlas, I get this error message:ERROR: CXeromyces: Parse error: units/thracian_warrior:1: Did not expect element Actor thereERROR: CXeromyces: Parse error: units/thracian_warrior:1: Element Entity has extra content: ActorERROR: RelaxNGValidator: Validation failedI know next to nothing about code/programming, so I probably made some really basic error. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted August 25, 2010 Author Report Share Posted August 25, 2010 (edited) Post the code for your new entity. Use the forum tag. Either me, Brian, or Philip will be able to troubleshoot it. Just copy and paste it. lol... I see you are on this thread. lol Edited August 25, 2010 by Mythos_Ruler Quote Link to comment Share on other sites More sharing options...
blablahead Posted August 25, 2010 Report Share Posted August 25, 2010 Nevermind, I figured it out. Thanks anyway Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted August 25, 2010 Author Report Share Posted August 25, 2010 Oh cool. Quote Link to comment Share on other sites More sharing options...
blablahead Posted August 25, 2010 Report Share Posted August 25, 2010 Another problem I'm having has to do with screenshots. I used Crtl+Alt+F2 and looked in the Application Data folder, but it wasn't there. Quote Link to comment Share on other sites More sharing options...
blablahead Posted August 26, 2010 Report Share Posted August 26, 2010 I think the reason that I can't take the high resolution screenshots is because my keyboard is broken. In the meantime, here are some low res screenshots of the units I made. No texture editing involved, just me messing around with the Actor Editor. They are Thracian Cavalry and Falxman. Quote Link to comment Share on other sites More sharing options...
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