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Help identifying the current horse model and its source files for a personal mod


Paloma Melo
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Hi! I’m making a small personal mod for 0 A.D., based on Joan of Arc. I’d like to use Boudicca’s rider (not the chariot), change the horse to white, replace the javelin with a sword, and give the rider plate armor. This is for personal use.

I’m having trouble identifying the correct model files. In the game’s art resources, I can find PMD files, but not the DAE files referenced by the actors. I found older DAE files in the Wildfire Games repository, but the horse I see in Blender looks different from the horse shown in Atlas. The repository model looks more symmetrical and angular, with fewer polygons. The horse in Atlas looks more stylized and has more sculpted details. Their idle poses also differ: in Blender the hind legs are aligned and the head and neck are more upright; in Atlas one hind leg is forward, the other back, and the head and neck angle downward.

Could someone point me to the current source model for the horse used in the game, or explain how to match the model and pose shown in Atlas?

I also tried making a basic test mod, but 0 A.D. reported that it was incompatible. My mod.json has the correct dependency, 0ad=0.28.0, and the mod version is also correct. What else could cause that warning?

I’m using 0 A.D. 28 Boiorix on Windows 10 . I can attach the two screenshots and share my test mod’s mod.json if helpful.

horse dae.png

horse 0ad 28.png

Edited by Paloma Melo
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Hello. Most likely, the tutorial you saw used older files; a lot has changed. However, as I understand it, what you're aiming for right now is something simpler—you don't need to modify any .dae files.
To understand how the units are assembled, take a look at the javelin-wielding heroine Boudicca:
Note that in one file we prepare what the warrior will wear, as well as the animations and model to be used, while in the other file we prepare the mount and link it to an anchor point (a point that exists within the mount's .dae file).

https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/actors/units/britons/hero_cavalry_javelinist_boudicca_m.xml

https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/actors/units/britons/hero_cavalry_javelinist_boudicca_r.xml

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5 minutes ago, Lopess said:

Hello. Most likely, the tutorial you saw used older files; a lot has changed. However, as I understand it, what you're aiming for right now is something simpler—you don't need to modify any .dae files.
To understand how the units are assembled, take a look at the javelin-wielding heroine Boudicca:
Note that in one file we prepare what the warrior will wear, as well as the animations and model to be used, while in the other file we prepare the mount and link it to an anchor point (a point that exists within the mount's .dae file).

https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/actors/units/britons/hero_cavalry_javelinist_boudicca_m.xml

https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/actors/units/britons/hero_cavalry_javelinist_boudicca_r.xml

For the animations, use the variations for the caratacos hero; regardless of the chosen human mesh model, the animations can be used with all of them.
https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/actors/units/britons/hero_cavalry_swordsman_caratacos_r.xml

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