LordStark Posted June 30, 2022 Report Share Posted June 30, 2022 I am getting pretty good at editing the actor files but still have a few questions: 1. Is there a list of all the possible attach points somewhere? Spoiler helmet head shield_arm weapon_R sheath_L root back 2. Why is it that sometimes when I add something like a cape to a unit it does not sit correctly? For example, I have had problems with these two on a regular basis: Spoiler <prop actor="props/units/helmets/norse_coif_huscarl_relax.xml" attachpoint="root"/> <prop actor="props/units/capes/cape_long_player.xml" attachpoint="root"/> Whenever I try and add a cape to my soldiers it seems to sit oddly to the side. If I try and add the norse_coif_huscarl_relax to my archers it appears above their heads. 3. What does this information tell me: Spoiler <group> <variant frequency="1" name="Idle"/> <variant file="biped/rider/promotion_shield.xml" /> <variant file="biped/rider/attack_slaughter_shield_hele.xml"/> <variant file="biped/gather_meat.xml"/> <variant file="biped/rider/death_shield.xml"/> </group> My interpretation is that it is telling the rider to: A. Use a certain animation called "attack_slaughter_shield_hele" when it kills a deer/chicken/wolf etc etc B. Use a specific animation called "gather_meat" when gathering meat from the animal the rider killed. But I don't understand what the "promotion_shield and death_shield mean. I am also unclear on the relevance of "<variant frequency="1" name="Idle"/>" 4. With this: Spoiler <group> <variant file="biped/rider/cavalry/base_spearman_relax_shield_01.xml" name="Spearman-Relax-Shield-01" frequency="1"/> <variant file="biped/rider/carry_meat.xml"/> </group> I believe this is telling the ride to hold his shield in a position called "base_spearman_relax_shield_01" which must be by his side I assume. But how do I know what other possible options there could be? For example, is there a "base_spearman_relax_shield_2" and if so, is there a way I can know what it looks like without starting a game every time I try? Quote Link to comment Share on other sites More sharing options...
Grapjas Posted June 30, 2022 Report Share Posted June 30, 2022 (edited) 35 minutes ago, LordStark said: 1. Is there a list of all the possible attach points somewhere? I am also unclear on the relevance of "<variant frequency="1" name="Idle"/>" XML.Actor – Wildfire Games and Actors – Wildfire Games may be of help. 35 minutes ago, LordStark said: 2. Why is it that sometimes when I add something like a cape to a unit it does not sit correctly? You need to add animations to the capes aswell IIRC. 35 minutes ago, LordStark said: My interpretation is that it is telling the rider to: A. Use a certain animation called "attack_slaughter_shield_hele" when it kills a deer/chicken/wolf etc etc B. Use a specific animation called "gather_meat" when gathering meat from the animal the rider killed. Yup. 35 minutes ago, LordStark said: promotion_shield and death_shield Those are the animations when a unit promotes and when a unit dies respectively, i think. Edited June 30, 2022 by Grapjas Quote Link to comment Share on other sites More sharing options...
LordStark Posted June 30, 2022 Author Report Share Posted June 30, 2022 29 minutes ago, Grapjas said: 1 hour ago, LordStark said: 2. Why is it that sometimes when I add something like a cape to a unit it does not sit correctly? You need to add animations to the capes aswell IIRC. Does anyone have any further advice on this? I am really eager to give <prop actor="props/units/helmets/norse_coif_huscarl_relax.xml" attachpoint="root"/> to my archers but I am not sure how I would add the animations. Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 30, 2022 Report Share Posted June 30, 2022 From what I can see the actor looks like this millenniumad/norse_coif_huscarl_relax.xml at master · 0ADMods/millenniumad (github.com) While it should look a bit more like this 0ad/cape_long_player_archer.xml at master · 0ad/0ad (github.com) The interesting part being mainly that it's missing <variant file="biped/base_archer_relax.xml" name="Archer-Relax" frequency="1"/> <variant file="biped/base_archer_ready.xml" name="Archer-Ready" frequency="1"/> Mind the name tag as it's really important. Quote Link to comment Share on other sites More sharing options...
LordStark Posted July 1, 2022 Author Report Share Posted July 1, 2022 Thanks, I tried adding the animation and there was some improvement but they still look a bit odd. The archer actor file with the highlighted change in green: Spoiler <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <group> <variant frequency="1" name="Base"> <mesh>skeletal/new/m_tunic_long.dae</mesh> <props> <prop actor="props/units/heads/new/head_hele_b.xml" attachpoint="head"/> <prop actor="props/units/weapons/arrow_back.xml" attachpoint="weapon_R"/> <prop actor="props/units/weapons/bow_long_indian.xml" attachpoint="weapon_bow"/> <prop actor="props/temp/quiver.xml" attachpoint="back"/> <prop actor="props/units/weapons/norse_sword_sheath.xml" attachpoint="sheath_L"/> <prop actor="props/units/helmets/byza_archer_helmet_basic_iron.xml" attachpoint="helmet"/> <prop actor="props/units/helmets/norse_coif_huscarl_relax.xml" attachpoint="root"/> </props> </variant> </group> <group> <variant frequency="1" name="Chainmail1a"> <textures> <texture file="skeletal/norse/elite/chainmail1a.png" name="baseTex"/> </textures> </variant> <variant frequency="1" name="Chainmail1b"> <textures> <texture file="skeletal/norse/elite/chainmail1b.png" name="baseTex"/> </textures> </variant> <variant frequency="1" name="Chainmail1c"> <textures> <texture file="skeletal/norse/elite/chainmail1c.png" name="baseTex"/> </textures> </variant> <variant frequency="1" name="Chainmail2a"> <textures> <texture file="skeletal/norse/elite/chainmail2a.png" name="baseTex"/> </textures> </variant> <variant frequency="1" name="Chainmail2b"> <textures> <texture file="skeletal/norse/elite/chainmail2b.png" name="baseTex"/> </textures> </variant> <variant frequency="1" name="Chainmail2c"> <textures> <texture file="skeletal/norse/elite/chainmail2c.png" name="baseTex"/> </textures> </variant> <variant frequency="1" name="Chainmail3a"> <textures> <texture file="skeletal/norse/elite/chainmail3a.png" name="baseTex"/> </textures> </variant> <variant frequency="1" name="Chainmail3b"> <textures> <texture file="skeletal/norse/elite/chainmail3b.png" name="baseTex"/> </textures> </variant> <variant frequency="1" name="Chainmail3c"> <textures> <texture file="skeletal/norse/elite/chainmail3c.png" name="baseTex"/> </textures> </variant> <variant frequency="1" name="Chainmail4a"> <textures> <texture file="skeletal/norse/elite/chainmail4a.png" name="baseTex"/> </textures> </variant> <variant frequency="1" name="Chainmail4b"> <textures> <texture file="skeletal/norse/elite/chainmail4b.png" name="baseTex"/> </textures> </variant> <variant frequency="1" name="Chainmail4c"> <textures> <texture file="skeletal/norse/elite/chainmail4c.png" name="baseTex"/> </textures> </variant> <variant frequency="1" name="Chainmail9a"> <textures> <texture file="skeletal/norse/elite/chainmail9a.png" name="baseTex"/> </textures> </variant> <variant frequency="1" name="Chainmail9b"> <textures> <texture file="skeletal/norse/elite/chainmail9b.png" name="baseTex"/> </textures> </variant> <variant frequency="1" name="Chainmail9c"> <textures> <texture file="skeletal/norse/elite/chainmail9c.png" name="baseTex"/> </textures> </variant> </group> <group> <variant file="biped/base_archer_relax.xml"/> <variant file="biped/carry_food.xml"/> <variant file="biped/carry_meat.xml"/> <variant file="biped/carry_wood.xml"/> <variant file="biped/carry_stone.xml"/> <variant file="biped/carry_metal.xml"/> <variant file="biped/approach_tree.xml"/> <variant file="biped/approach_grain.xml"/> <variant file="biped/approach_fruit.xml"/> <variant file="biped/approach_meat.xml"/> <variant file="biped/approach_rock.xml"/> <variant file="biped/approach_ore.xml"/> <variant file="biped/approach_ruins.xml"/> <variant file="biped/approach_praise.xml"/> </group> <group> <variant frequency="1" name="Idle"/> <variant file="biped/attack_ranged_archer.xml"/> <variant file="biped/attack_capture.xml"/> <variant file="biped/attack_slaughter.xml"/> <variant file="biped/gather_tree.xml"/> <variant file="biped/gather_grain.xml"/> <variant file="biped/gather_fruit.xml"/> <variant file="biped/gather_meat.xml"/> <variant file="biped/gather_rock.xml"/> <variant file="biped/gather_ore.xml"/> <variant file="biped/gather_ruins.xml"/> <variant file="biped/gather_praise.xml"/> <variant file="biped/build.xml"/> <variant file="biped/build_farm.xml"/> <variant file="biped/death_infantry.xml"/> </group> <material>player_trans.xml</material> </actor> And the art\actors\props\units\helmets\norse_coif_huscarl_relax file with the highlighted changes in green: Spoiler <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <group> <variant frequency="1" name="Coif closed"> <mesh>props/helmet/byza_coif_full.dae</mesh> </variant> <variant frequency="1" name="Coif open face"> <mesh>props/helmet/byza_coif_open_face.dae</mesh> </variant> </group> <group> <variant frequency="3" name="coif-padded"> <textures> <texture file="props/helmet/padded2.png" name="baseTex"/> </textures> </variant> <variant frequency="1" name="coif-chainmail"> <textures> <texture file="props/helmet/chainmail.png" name="baseTex"/> </textures> </variant> </group> <group> <variant file="biped/base_swordsman_2hand_relax.xml"/> <variant file="biped/base_archer_relax.xml" name="Archer-Relax" frequency="1"/> <variant file="biped/base_archer_ready.xml" name="Archer-Ready" frequency="1"/> <variant file="biped/carry_food.xml"/> <variant file="biped/carry_meat.xml"/> <variant file="biped/carry_wood.xml"/> <variant file="biped/carry_stone.xml"/> <variant file="biped/carry_metal.xml"/> </group> <group> <variant frequency="1" name="Idle"/> <variant file="biped/base_2h_axe_attack.xml" name="combat"/> <variant file="biped/attack_capture.xml"/> <variant file="biped/attack_slaughter.xml"/> <variant file="biped/gather_tree.xml"/> <variant file="biped/gather_grain.xml"/> <variant file="biped/gather_fruit.xml"/> <variant file="biped/gather_meat.xml"/> <variant file="biped/gather_rock.xml"/> <variant file="biped/gather_ore.xml"/> <variant file="biped/gather_ruins.xml"/> <variant file="biped/gather_praise.xml"/> <variant file="biped/build.xml"/> <variant file="biped/build_farm.xml"/> <variant file="biped/death_infantry.xml"/> </group> <material>player_trans.xml</material> </actor> Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 1, 2022 Report Share Posted July 1, 2022 You need one of the three You're missijng the name in your actor. Quote Link to comment Share on other sites More sharing options...
LordStark Posted July 1, 2022 Author Report Share Posted July 1, 2022 Can you clarify what you mean about me missing the name? You mentioned it was simportant earlier as well - where should I put the name in the actor file? Quote Link to comment Share on other sites More sharing options...
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