kao_chen Posted March 4, 2012 Share Posted March 4, 2012 Hello!I don't know if I have got skills to do that, but I wanted to build a little mesh with textures and try to import it into the editor.So I have build a water well with blender and I exported it into a collada file:http://ubuntuone.com...KZk6L9HovYbqLMdBut I didn't found how to past it in the "pyrogenesis -editor", I try to copy directly the files into the public.zip but without success I wondered how can I do such things in order to test my mesh and see if the all goes well, particulary the scale.I run 0ad, blender and Gimp on a Ubuntu 64bits platform.I found the editor here:/usr/games/pyrogenesis -editorRegardsKao Link to comment Share on other sites More sharing options...
Pureon Posted March 4, 2012 Share Posted March 4, 2012 You'll have to extract the public.zip file's contents into the 'public' directory. Then what you could do is use one of the existing Wells as a guide. Find this actor file:\binaries\data\mods\public\art\actors\props\special\eyecandy\well_1_a.xmlCreate a duplicate of it in the same folder and name it 'well_2_a.xml'Within that file you'll see this code: <variant frequency="100" name="Base"> <mesh>props/wrld_well_a.dae</mesh> <props> <prop actor="props/special/eyecandy/well_woodbit.xml" attachpoint="woodbit"/> </props> <texture>props/wrld_well_a_1.dds</texture> </variant>In the code are the collada and texture files that the existing Well uses. Change those references to point to your files, which should be placed into -model: binaries\data\mods\public\art\meshes\propstexture: binaries\data\mods\public\art\textures\skins\propsThe texture file can be either dds or png format, and the model a 'clean' collada file (see more info here)You can remove the following lines from the actor file: <props> <prop actor="props/special/eyecandy/well_woodbit.xml" attachpoint="woodbit"/> </props>This references another model which your Water Well won't need.In Atlas, you will then find your Well by putting 'well' into the filter and choosing the 'Actors: (all)' option: Link to comment Share on other sites More sharing options...
kao_chen Posted March 5, 2012 Author Share Posted March 5, 2012 Thank, this is working perfectly.I need to improve my mesh and texture now. RegardsKao Link to comment Share on other sites More sharing options...
kao_chen Posted March 11, 2012 Author Share Posted March 11, 2012 I built another object in order to practice:356 for the bridge and 101 for the wellIt's not perfect, but now I think I am ready to help the project. I could begin with a smaller mesh.I'll go fill out the form now to see if I can help.RegardsKao Link to comment Share on other sites More sharing options...
Adij Posted March 23, 2012 Share Posted March 23, 2012 (edited) HiI have "tinny" problem with getting my models ingame: im using Wings for modeling and max 2012 for mapping. Now: exporting .dae to 0.AD from wings3d work fine, but from max not (unable to load mesh). I followed wiki-tut but that didn't helped. What setting's i need to have in Max2012 .dae export?edit for typos Edited March 23, 2012 by Adij Link to comment Share on other sites More sharing options...
Wijitmaker Posted March 23, 2012 Share Posted March 23, 2012 Just to confirm, this didn't work for you in 3ds Max 2012?http://trac.wildfiregames.com/wiki/ArtDesignDocument#a3dsMax Link to comment Share on other sites More sharing options...
Adij Posted March 23, 2012 Share Posted March 23, 2012 yes, i readed and followed the artdoc without luck :/ Link to comment Share on other sites More sharing options...
Wijitmaker Posted March 23, 2012 Share Posted March 23, 2012 Hmm, could you share a little more on exactly what the error is that your seeing in the game? Like, what is the message, and what your trying to do? Sharing the .dae file would be helpful too in order to help us troubleshoot. Link to comment Share on other sites More sharing options...
Adij Posted May 11, 2012 Share Posted May 11, 2012 (edited) ahh sorry for not giving any response Also got more problems with max - the new version's dont have "PS helper's" and "Prop Point" and looks that standard dummy's are not supported by 0ad... so no way to attach props to model's. I just used other software to export models to 0 A.D: Edited May 11, 2012 by Adij 1 Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted May 11, 2012 Share Posted May 11, 2012 Dummy helpers work. You have to link them to the model and select both the model and the dummy helper when you "Export Selected." Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 13, 2014 Share Posted May 13, 2014 sorry if, revive this post, but i want to add a prop, i was export to collada, then i was edit the xml actor file, but didn't work. Link to comment Share on other sites More sharing options...
sanderd17 Posted May 13, 2014 Share Posted May 13, 2014 Can you give a step-by-step procedure of what you did, and what did or didn't work?F.e. can you load your prop model as a standalone actor in the game (without binding it to a prop point)? Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 13, 2014 Share Posted May 13, 2014 Only I try to change the shape of Hele_hood.dae and save! then I open the file as text but I can find diffuse. So I'm not sure I'm doing. Link to comment Share on other sites More sharing options...
sanderd17 Posted May 13, 2014 Share Posted May 13, 2014 You can't find the model? Are you sure the scale is right? Sometimes it gets converted from meters to centimeters (or the other way around), and appears 100x too small. Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 13, 2014 Share Posted May 13, 2014 I need know that, haven't the proportion, or coordinates and other issues, I fear the wiki data base don't be updated. Link to comment Share on other sites More sharing options...
sanderd17 Posted May 14, 2014 Share Posted May 14, 2014 The wiki is quite updated. And I fear that, without dae files and actor files, we can't help you. Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 14, 2014 Share Posted May 14, 2014 (edited) I try to do it first with a Building than a prop for a unit.this pluging works already in new version of blender and 0.ad?http://trac.wildfiregames.com/ticket/461You think this can be move from Mod geneal forum. Edited May 14, 2014 by Lion.Kanzen Link to comment Share on other sites More sharing options...
Stan` Posted May 14, 2014 Share Posted May 14, 2014 @Lion. This plugin is useless since all models you need are in DAE format in the SVN repository.To make the prop, you have to parent the "empty" object to the main model. and name it prop-something. Link to comment Share on other sites More sharing options...
sanderd17 Posted May 14, 2014 Share Posted May 14, 2014 @Lion. This plugin is useless since all models you need are in DAE format in the SVN repository.To make the prop, you have to parent the "empty" object to the main model. and name it prop-something.Unless it's propped to the "root". That's why I can't say anything about it without seeing the DAE and the actor files. 2 Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 14, 2014 Share Posted May 14, 2014 I uploaded in Props ,dae in Aristeia. sorry im busy learning about Uv mapping... thanks for the care. Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 14, 2014 Share Posted May 14, 2014 I fling the problem was in need new texture for the new model. Link to comment Share on other sites More sharing options...
Gussebb Posted January 17, 2015 Share Posted January 17, 2015 Where to put the files to play it? Link to comment Share on other sites More sharing options...
Stan` Posted January 17, 2015 Share Posted January 17, 2015 Where to put the files to play it?Depends on the file. If you are more specific on what you need, I will help you. Link to comment Share on other sites More sharing options...
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