Lion.Kanzen Posted May 8, 2020 Report Share Posted May 8, 2020 27 minutes ago, Pablinski2 said: Okay only thing I understood is where my dae files should go xdddd @Stan` and btw how do I update my game, when I download the magnet link it just check files from disk but the version I have is from 2018 xdd You tried with SVN version? Use Toirtoise SVN to download the code. https://tortoisesvn.net/downloads.html Quote Link to comment Share on other sites More sharing options...
Pablinski2 Posted May 8, 2020 Report Share Posted May 8, 2020 Just now, Lion.Kanzen said: You tried with SVN version? Use Toirtoise SVN to download the code. https://tortoisesvn.net/downloads.html I already have tortoise and updated the svn repository, but idk how to update my game Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 8, 2020 Report Share Posted May 8, 2020 where you downloaded the code? Quote Link to comment Share on other sites More sharing options...
Pablinski2 Posted May 8, 2020 Report Share Posted May 8, 2020 (edited) 1 minute ago, Lion.Kanzen said: where you downloaded the code? Eh? I only know art idk how to update anything but from an installer sorry xdd Edited May 8, 2020 by Pablinski2 Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 8, 2020 Report Share Posted May 8, 2020 @Pablinski2 SVN is the game. If you go into binaries/system/ you will find a file called pyrogenesis.exe (that's the game) if you run it you'll get A24. If you put the mod in one of the places I mentioned above you will be able to select it in the mod selector, 1 Quote Link to comment Share on other sites More sharing options...
Nescio Posted May 8, 2020 Author Report Share Posted May 8, 2020 It's not that difficult: Open your local 0ad mods folder (location depends on your operating system, see here). Create a new folder for your mod. Insert a mod.json file. Place all files you changed or added in the correct location in your mod folder. Launch 0 A.D., go to “Settings” → “Mod Selection”, select your mod in the list, click “Enable”, then “Save Configuration”, and “Start Mods”. Then you can try out every your mod does in game or in the scenario editor. Once your satisfied, zip your mod folder and upload it here to the forums. 1 Quote Link to comment Share on other sites More sharing options...
Pablinski2 Posted May 8, 2020 Report Share Posted May 8, 2020 Okay, I'm able to select the mod, but when I launch the mod and then the scenario editor I'm not able to load the palisades. This is what I've done: -Put the dae files and the .png in pablinskis_mod/art/meshes/props/ -I've renamed palisade_example.xml to palisade_curve_long.xml and changed a little bit it's code to this <?xml version="1.0" encoding="UTF-8" standalone="no" ?> <actor version="1"> <castshadow/> <group> <variant frequency="100" name="Palisade Example"> <animations/> <mesh>props/your_mesh_name.dae</mesh> <textures> <texture file="props/palisade_main.png" name="baseTex"/> </textures> </variant> </group> <material>default.xml</material> </actor> This is into pablinskis_mod/art/actors/props/special/ This is the last thing I tried but before doing this I tried several combinatios and couldn't figure out how it works @Stan` Quote Link to comment Share on other sites More sharing options...
Pablinski2 Posted May 8, 2020 Report Share Posted May 8, 2020 6 minutes ago, Nescio said: Place all files you changed or added in the correct location in your mod folder. This is what I'm missing Could you please specify more, Idk which files should go where Quote Link to comment Share on other sites More sharing options...
Nescio Posted May 8, 2020 Author Report Share Posted May 8, 2020 18 hours ago, Pablinski2 said: This is it, I think I'm not missing anything, except for the straight palisade, do I resize it too or is it going to be phased out? Leave it untouched for now. I wouldn't mind seeing it deleted, but that's up to @Stan`. 18 hours ago, Pablinski2 said: Those new curved palisades look better than the old one! For the gate, could you try the following? Take the current palisade*gate at the centre, place a palisade*tower at either side, then add ordinary palisades at the ends to bring it to the exact length of your new long palisade. Also, if you're not bored yet, would you be willing to create a variant of the palisade*tower (i.e. corner), with the same height and diameter, but circular instead of square? 1 hour ago, Pablinski2 said: the version I have is from 2018 xdd In this case that's not a problem: the palisade art files were last changed eight years ago (12183). 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 8, 2020 Report Share Posted May 8, 2020 In the entities list switch the list to actors(all) 1 Quote Link to comment Share on other sites More sharing options...
Nescio Posted May 8, 2020 Author Report Share Posted May 8, 2020 1 minute ago, Stan` said: In the entities list switch the list to actors(all) That is after you've enabled, saved, and started your mod, opened the scenario editor (Atlas), and clicked on the “Entities” dropdown button: 1 Quote Link to comment Share on other sites More sharing options...
Pablinski2 Posted May 8, 2020 Report Share Posted May 8, 2020 21 minutes ago, Nescio said: Those new curved palisades look better than the old one! Thank you! :DD 22 minutes ago, Nescio said: For the gate, could you try the following? Take the current palisade*gate at the centre, place a palisade*tower at either side, then add ordinary palisades at the ends to bring it to the exact length of your new long palisade. Will do! 22 minutes ago, Nescio said: Also, if you're not bored yet, would you be willing to create a variant of the palisade*tower (i.e. corner), with the same height and diameter, but circular instead of square? Will try! 23 minutes ago, Stan` said: In the entities list switch the list to actors(all) Did that, didn't work D: I think what I'm missing is where I should put what files exactly, I think this is what is wrong on my mod files D: Also when i copied the code onto my last post about the .xml file I copied the unchanged code xddddd Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 8, 2020 Report Share Posted May 8, 2020 You need one xml file per dae file the name of the xml file is the one that will appear in atlas. Where did you put the mod ? Quote Link to comment Share on other sites More sharing options...
Pablinski2 Posted May 8, 2020 Report Share Posted May 8, 2020 Finally!! I will add the towers to the gate @Nescio asked for and add it too. Btw, towers or watchtowers? 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 8, 2020 Report Share Posted May 8, 2020 Good Job! Now you can zip the folder and send it to us 1 Quote Link to comment Share on other sites More sharing options...
Nescio Posted May 8, 2020 Author Report Share Posted May 8, 2020 2 minutes ago, Pablinski2 said: Finally!! I will add the towers to the gate @Nescio asked for and add it too. Btw, towers or watchtowers? The palisade*tower actor (for walls “tower” means “corner”); the “*watchtower” is an ugly and misnamed thing that should be either redesigned or deleted; but that's another topic. 1 Quote Link to comment Share on other sites More sharing options...
Pablinski2 Posted May 8, 2020 Report Share Posted May 8, 2020 1 minute ago, Stan` said: Good Job! Now you can zip the folder and send it to us How do I send this? Here for example? And btw a friend of mine who is a historian and a great fan and player of this game and me want to make another mod, we have 3 proposal for 3 diferent units, where do I ask which one to do? Should I make another thread? Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 8, 2020 Report Share Posted May 8, 2020 You can drag and drop when writing a post Yeah another thread is better 1 Quote Link to comment Share on other sites More sharing options...
Pablinski2 Posted May 8, 2020 Report Share Posted May 8, 2020 I can't load the palisade gate bc it gives me the following error: /route to the .dae file/ assertion not satisfied (line 569): failed requirement "mesh is made of triangles" could not load /route to .dae/ CObjectEntry: :BuildVariation( ): Model /route to .dae/ failed to load I don't have any idea on how to fix this. Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 8, 2020 Report Share Posted May 8, 2020 Did you export both the armature and the mesh? Quote Link to comment Share on other sites More sharing options...
Pablinski2 Posted May 8, 2020 Report Share Posted May 8, 2020 3 minutes ago, Stan` said: Did you export both the armature and the mesh? I didn't know I had to do that and I'm certainly not sure on how to do so xD, If could tell me Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 8, 2020 Report Share Posted May 8, 2020 When exporting make sur both are selected Quote Link to comment Share on other sites More sharing options...
Pablinski2 Posted May 8, 2020 Report Share Posted May 8, 2020 4 minutes ago, Stan` said: When exporting make sur both are selected Idk if this is the way Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 8, 2020 Report Share Posted May 8, 2020 It would be if you used the selection only export. I guess that's not the case so make sure the gate still has the armature modifier. Quote Link to comment Share on other sites More sharing options...
Pablinski2 Posted May 8, 2020 Report Share Posted May 8, 2020 1 minute ago, Stan` said: It would be if you used the selection only export. I guess that's not the case so make sure the gate still has the armature modifier. Tried this and I still can't Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.