Timnaka Posted May 21, 2020 Report Share Posted May 21, 2020 Hello. So I've been aware of 0 A.D. for a few years thanks to the Hyrule Conquest mod and I recently decided to try creating my own fantasy based mod. Since I have basically no experience with 3D modelling, my units rather simplistic looking and so i decided to call this project DerpHammer, in nod to Warhammer Fantasy as that will be a major inspiration for the various factions. I was able to put my regular human units onto the regular 0 A.D. skeletons, but I'm having trouble doing the same with units that are smaller or taller then a human. I also don't really understand how attachpoints work and was hoping to get some advice on that too. Here's a collection of units I modelled so far to give you an idea of the artstyle and size differences: As you can see, the humans have weapons and poses but everything else is still static. 4 1 Quote Link to comment Share on other sites More sharing options...
asterix Posted May 21, 2020 Report Share Posted May 21, 2020 On 21/05/2020 at 6:45 PM, Timnaka said: Hello. So I've been aware of 0 A.D. for a few years thanks to the Hyrule Conquest mod and I recently decided to try creating my own fantasy based mod. Since I have basically no experience with 3D modelling, my units rather simplistic looking and so i decided to call this project DerpHammer, in nod to Warhammer Fantasy as that will be a major inspiration for the various factions. I was able to put my regular human units onto the regular 0 A.D. skeletons, but I'm having trouble doing the same with units that are smaller or taller then a human. I also don't really understand how attachpoints work and was hoping to get some advice on that too. Here's a collection of units I modelled so far to give you an idea of the artstyle and size differences: As you can see, the humans have weapons and poses but everything else is still static. Expand Welcome to the forums, nice idea , I believe you have heard of me already there are some guides http://trac.wildfiregames.com/wiki/ArtScaleAndProportions @Stan` might have some guide https://trac.wildfiregames.com/wiki/GameDataPaths, https://trac.wildfiregames.com/wiki/Modding_Guide 1 Quote Link to comment Share on other sites More sharing options...
asterix Posted May 21, 2020 Report Share Posted May 21, 2020 On 21/05/2020 at 6:45 PM, Timnaka said: I was able to put my regular human units onto the regular 0 A.D. skeletons, but I'm having trouble doing the same with units that are smaller or taller then a human. I also don't really understand how attachpoints work and was hoping to get some advice on that too. Expand might be related https://trac.wildfiregames.com/wiki/XML.Actor Quote Link to comment Share on other sites More sharing options...
asterix Posted May 21, 2020 Report Share Posted May 21, 2020 Once, there was this not active anymore Quote Link to comment Share on other sites More sharing options...
Rolf Dew Posted May 21, 2020 Report Share Posted May 21, 2020 On 21/05/2020 at 6:45 PM, Timnaka said: Hello. So I've been aware of 0 A.D. for a few years thanks to the Hyrule Conquest mod and I recently decided to try creating my own fantasy based mod. Since I have basically no experience with 3D modelling, my units rather simplistic looking and so i decided to call this project DerpHammer, in nod to Warhammer Fantasy as that will be a major inspiration for the various factions. I was able to put my regular human units onto the regular 0 A.D. skeletons, but I'm having trouble doing the same with units that are smaller or taller then a human. I also don't really understand how attachpoints work and was hoping to get some advice on that too. Here's a collection of units I modelled so far to give you an idea of the artstyle and size differences: As you can see, the humans have weapons and poses but everything else is still static. Expand Definitely looking forward to this! Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 21, 2020 Report Share Posted May 21, 2020 Hello @Timnaka And welcome to modding family I have been working (very slowly, I must admit) on a mod bringing a fantasy setting to 0 A.D. You can find some progress on the dwarves here: https://www.moddb.com/mods/dwarfs And the mods are here: https://github.com/0ADMods But enough about me. For every size of units you need special animations and depending on the unit you might need a custom skeleton (a blender armature or the equivalent in the software you are using) There are some things to know about this but I'd be happy to help you make your mod work 1 Quote Link to comment Share on other sites More sharing options...
Timnaka Posted May 21, 2020 Author Report Share Posted May 21, 2020 On 21/05/2020 at 7:35 PM, Stan` said: Hello @Timnaka And welcome to modding family I have been working (very slowly, I must admit) on a mod bringing a fantasy setting to 0 A.D. You can find some progress on the dwarves here: https://www.moddb.com/mods/dwarfs And the mods are here: https://github.com/0ADMods But enough about me. For every size of units you need special animations and depending on the unit you might need a custom skeleton (a blender armature or the equivalent in the software you are using) There are some things to know about this but I'd be happy to help you make your mod work Expand Thanks for the quick reply. I was afraid that would be the case. As said, I have basically no experience with 3D modelling (as in I only downloaded Blender last week), so making custom animations sounds like a daunting task, but I guess I'll have to try eventually. Quote Link to comment Share on other sites More sharing options...
Timnaka Posted May 21, 2020 Author Report Share Posted May 21, 2020 On 21/05/2020 at 7:15 PM, asterix said: Once, there was this not active anymore Expand I saw that when it was first posted I think. Shame it never went anywhere. Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 21, 2020 Report Share Posted May 21, 2020 On 21/05/2020 at 8:08 PM, Timnaka said: Thanks for the quick reply. I was afraid that would be the case. As said, I have basically no experience with 3D modelling (as in I only downloaded Blender last week), so making custom animations sounds like a daunting task, but I guess I'll have to try eventually. Expand If you are lucky you might get away with resizing and reexporting. @Alexandermb might know more. I will ask him Quote Link to comment Share on other sites More sharing options...
Timnaka Posted May 21, 2020 Author Report Share Posted May 21, 2020 On 21/05/2020 at 8:15 PM, Stan` said: If you are lucky you might get away with resizing and reexporting. @Alexandermb might know more. I will ask him Expand That would be great if it's possible. Although I will have to look into custom animations eventually, since the vanilla animations won't cover every unit I want to include. Quote Link to comment Share on other sites More sharing options...
asterix Posted May 21, 2020 Report Share Posted May 21, 2020 On 21/05/2020 at 8:53 PM, Timnaka said: That would be great if it's possible. Although I will have to look into custom animations eventually, since the vanilla animations won't cover every unit I want to include. Expand Believe me that is one of the reasons why Moblins and other civs for Hyrule Conquest took so long to make because of custom almost everything. Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 21, 2020 Report Share Posted May 21, 2020 I don't think so. The undying nephalim used custom animations for everything Quote Link to comment Share on other sites More sharing options...
Timnaka Posted May 21, 2020 Author Report Share Posted May 21, 2020 On 21/05/2020 at 8:57 PM, asterix said: Believe me that is one of the reasons why Moblins and other civs for Hyrule Conquest took so long to make because of custom almost everything. Expand Right, I do remember Neph mentioning that. Quote Link to comment Share on other sites More sharing options...
Timnaka Posted May 27, 2020 Author Report Share Posted May 27, 2020 So I tried to start making my own skeletons and animations, just as a test to see if I can do it. I put a custom skeleton on my base human model and made a *.xml file for said skeleton but the game isn't recognizing it. Can anyone tell me what I'm doing wrong? dh_biped.xmlFetching info... Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 27, 2020 Report Share Posted May 27, 2020 Hey @Timnaka did you use a python script to generate that file or did you make it by hand? Quote Link to comment Share on other sites More sharing options...
Timnaka Posted May 27, 2020 Author Report Share Posted May 27, 2020 On 27/05/2020 at 2:55 PM, Stan` said: Hey @Timnaka did you use a python script to generate that file or did you make it by hand? Expand I made it by hand based on the existing skeleton files. is that why it doesn't work? Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 27, 2020 Report Share Posted May 27, 2020 It might be, but I'd need the DAE file to tell It does look like it fails to load your skeleton looking at the error Quote Link to comment Share on other sites More sharing options...
Timnaka Posted May 27, 2020 Author Report Share Posted May 27, 2020 On 27/05/2020 at 3:05 PM, Stan` said: It might be, but I'd need the DAE file to tell It does look like it fails to load your skeleton looking at the error Expand Here it is emp_worker1.daeFetching info... Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 27, 2020 Report Share Posted May 27, 2020 Looks like you forgot some bones Script is here if you need it https://github.com/StanleySweet/0AD-Skeleton-Generator Armature.xmlFetching info... 1 Quote Link to comment Share on other sites More sharing options...
Timnaka Posted May 27, 2020 Author Report Share Posted May 27, 2020 It works! Thank you very much 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 27, 2020 Report Share Posted May 27, 2020 On 27/05/2020 at 3:27 PM, Timnaka said: It works! Thank you very much Expand Have fun! And post screenshots Quote Link to comment Share on other sites More sharing options...
Timnaka Posted May 27, 2020 Author Report Share Posted May 27, 2020 One more thing though. How do I create attachpoints for props? Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 27, 2020 Report Share Posted May 27, 2020 On 27/05/2020 at 3:31 PM, Timnaka said: One more thing though. How do I create attachpoints for props? Expand To do so you need to add a bone say hand_L and add another bone parented to it called prop_hand_L If you don't do the parenting you won't be able to animate the prop bone, as it inherits everything from its parent Quote Link to comment Share on other sites More sharing options...
Timnaka Posted May 27, 2020 Author Report Share Posted May 27, 2020 thanks now i can finally give equipment to the units that don't have regular human proportions 3 1 Quote Link to comment Share on other sites More sharing options...
Timnaka Posted May 28, 2020 Author Report Share Posted May 28, 2020 Free Empire unit roster: - Peasant (worker) - Peasant Militia (spearman) - Peasant Archer (archer) - Halfling (scout) - Sword Soldier (swordsman) - Spear Soldier (spearman) - Mace Soldier (maceman) - Crossbowman (archer) - Marksman (rifleman) - Imperial General (hero) - Foot Knight (swordsman) - Imperial Guard (spearman) - Huntsman (archer) - War Hound (creature) - Imperial Cavalry (sword cavalry) - Imperial Knight (spear cavalry) - Gatling Gun (artillery) - Imperial Cannon (artillery) - Steam Tank (artillery) - War Wagon (chariot) - TODDY!!! (special character) With the move to custom skeletons the units won't have animations for a while. I'm also still using the vanilla models for horses, dogs and other animals because I haven't made my own ones yet. 6 1 Quote Link to comment Share on other sites More sharing options...
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