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Civfreak
Exporting an animation into Havok format, which is the format Elemental uses, had been driving me crazy for a long time. Now I think I have debunked one great mystery on how to get the skeleton, mesh and animation into a separate file. If you explore Elemental's folders you will find out that this is the way the 3D assets are handled and you will find all these files separated all over different folders. In order to be able to do this you need to download the following
Does this mean that we can make sub-folders inside the Mods directory and they will get read? Like say make folders like this: Mods>MyMod>MyProps? Sorry if this is a dumb question but iirc we currently can't do this.
[quote who="rossanderson48" reply="164" id="2785577"]I'd like to see a "turn counter" so these people that are giving you these ideas show just how many turns they've played and state things like the ai doesn't do this or this needs to be added because this happened or didn't happen. I think ideas should come from those who actually have played the game 1000's of turns not 50 as I can see too many people already stating things that would be there in the end game had they played that far. The
Very nice ideas, I like the increasing cost in mana if you want to teleport more units. Now I don't know if I like the idea of losing your army for 2-4 turns, I think mainly because it seems too long a wait. I have to agree though, this would certainly introduce an interesting element of strategy when deciding if you want to teleport over but the max you should wait should be 2 turns, if any wait. Obviously it's a bit early to even worry about the turns it would ta
I see what you mean, maybe this could be resolved by asigning sizes to troops. Dragons could be Size 5, and maybe a giant size 4? Bigger sizes could exert their ZoC on equal size or lower. I think that could possibly fix that issue, unless there is another scenario I'm forgetting/overlooking. I just came up with this idea looking at your reply and it made me think of another cool thing that could be done. There could be an ability that raises your unit's ZoC by 1 level, so you could possibly
I'm a supporter of adding ZoC's into the game as well, I think these are great ideas I'd love to see implemented sometime. [quote who="Werewindlefr" reply="10" id="2776715"]I'd rather enforce this "zone of control" system via attacks of opportunity. A peasant with a club should not prevent a giant or a dragon from moving around. [/quote] See the cool thing about this system would be that you could have special abilities for these types of cases. For example, you could hav
Champions Make Champions generally more interesting. Special tree that you could assign points on when leveling up, enabling specialization. Passive XP gains for non-combatant specs. Access to cool abilities through said talent trees. My detailed champion ideas can be found here https://forums.elementalgame.com/388600 Game Mechanics <
I sense... a weird smell.. damn brb gotta go to the bathroom
I was surprised to learn that the international telephone dialing code for Antarctica is 672.
Yes, I've suggested this before as well. They need to add Yes/No options to several things like: Exiting the map editor Declaring War in the negotiation screen Deleting a Saved game I'm sure there are more but those come to mind atm.
Ah glad you figured it out, I hadn't checked these replies yet. Looking forward to seeing if you manage to discover something new, gl!
You are all wrong. Epic doesnt mean bigger or anything else. Epic means purple. Purple used to be awesome, but now purple is just the new blue. Orange is the new purple. *wink* Btw, I bought digitally so I didn't know that screenshot was in the box.. thats kinda shitty -.-
I've been playing around with trying to get my animations in the game a lot lately, and while the progress has been slow for me, at least I have learned a few things. Just today I decided to try and play the game's animation using Havok's Preview Tool(HPT), and tbh I don't know why I didn't think of this sooner. If you followed my post on how to import Blender models into the game then you probably installed this, regardless here is the link so you can get the tool if you wish
Sorry I hadn't replied, thanks for posting the link and I wasn't aware that you asked for a button I apologize. Since Landisaurus has offered to do the button I'll leave it up to him, thanks a lot Landisaurus :).
How to make champion/sovereign talent abilities use the champion's/sovereign's stats to modify existing ones or possibly create new ones. Example: I want to make the Merchant provide (1 Gildar + Merchant's Level + Merchants Intelligence) per turn. So a level 3 Merchant with 10 intelligence would provide (1 + 3 + 10) 14 gildar per turn. Of course this is a random example and I really just want to know how to calculate values already in the game or if its possible as
Seems they were going out to dinner to eat frog legs :P, skin looks great, gj [e digicons]:thumbsup:[/e]
Hey thanks for the site, I like how it looks and what you plan to do with Mod hosting sounds promising, thank you :). I noticed that the Main page has a link to a Beta Wiki and I don't see a link to http://elementalwarofmagic.wikidot.com/ which is more up to date in comparison. Is it possible to add this link in the main page so it gets a bit more exposure to the general public? Thank you :) Also maybe Sycraft can add a Links&
Updated Original Post again. XSI files kept giving me problems so I remade the guide to include the Autodesk FBX format as the recommended export option. Also kept the original guide so there are two different methods that you could use. Also updated the 2nd post to include a guide on how to add your creations into the game as Props for the Tile Editor. In the future I'll add information on how to add your models into units in game. That won't matter much until we manage to figure out
Awesome job on getting those models in game! Janusk looks to be in for a bad time from the looks of it though hahaha. Thats one huge frog btw :O. *Cheers*
I think the rivers are broken currently, last time I played around with them in the map editor they were really clunky and they don't seem to exit to the ocean, so when you place em on on a tile that is next to the ocean (cliff, beach) they dont get connected and looks really ugly. During beta it was stated that they were broken and maybe they still need to fix it some? I think this was for 1.06 so if they fixed for 1.07 ignore this :s.
Great work! I think I'm missing something here, how are those guys poking the Slag with a custom made spear? Sorry for asking again but how did you manage to do that x.x?
Hmmm I wonder what I'm doing wrong because the model in the preview works but then in game it doesn't urghhh. Heavenfall have you tried using 2 images for the same object though? It might be stupid using 2 images for the same object but maybe on the more complicated types of models you might need to say Unwrap the body, then unwrap the legs or something and use a different texture for that. Bah thats a shitty example but I hope that makes sense, and as usual thanks for the inm
Update on Animation!!!!!! Ok so I can officially say I successfully exported my 2 second animation over to .HKX format! Furthermore I can use the Preview Tool and play it and it looks just like in Blender wooootz. Now I've ran into a new problem, If I try to load this HKX file in game it crashes the game but I believe that is because all the things are together in the same file. (Skeleton, Mesh) Inspecting Elemental's XM
Thanks for taking the time to answer questions for us info hungry modders! I have a question directed at the 3D art people, and I hope it's easy to answer since in the future I'll definitely ask stuff on animation:-s. Anyways my question is, does Elemental support having 2 different texture files for UV Mapping? Let me try to explain better since I'm rather new to this x.x. The next picture shows what my problem currently is: <img src="http://dl.dropbox.com/u/8088480/H