1st of the new Greek houses. A bunch of other stuff, trying to get projectiles to work with towers. I propped a Celtic jav dude into one of the Celt towers to test propping. First graphics (borders) for a new loading screen.
This was SVN commit r8640.
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f1f1a44031
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<?xml version="1.0" encoding="utf-8"?>
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<actor version="1">
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<castshadow/>
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<group>
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<variant frequency="1" name="house a props">
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<mesh>props/hele_house_a_props.dae</mesh>
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<texture>props/hele_props_a.dds</texture>
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</variant>
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</group>
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</actor>
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<?xml version="1.0" encoding="utf-8"?>
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<actor version="1">
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<castshadow/>
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<group>
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<variant frequency="1" name="house a shields">
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<mesh>props/hele_house_a_shields.dae</mesh>
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<texture>props/hele_props_b.dds</texture>
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</variant>
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</group>
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<material>player_trans.xml</material>
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</actor>
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<prop actor="props/structures/celts/outpost_windows.xml" attachpoint="root"/>
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<prop actor="props/structures/celts/outpost_door.xml" attachpoint="root"/>
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<prop actor="props/structures/celts/outpost_shields.xml" attachpoint="root"/>
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<prop actor="units/celts/infantry_javelinist_e.xml" attachpoint="gar01"/>
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<prop actor="props/units/weapons/arrow_front.xml" attachpoint="projectile"/>
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</props>
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</variant>
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<?xml version="1.0" encoding="utf-8"?>
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<actor version="1">
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<castshadow/>
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<group>
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<variant frequency="1" name="Hellenes House A">
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<mesh>structural/hele_house_a.dae</mesh>
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<props>
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<prop actor="props/structures/hellenes/house_a_shields.xml" attachpoint="root"/>
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<prop actor="props/structures/hellenes/house_a_props.xml" attachpoint="root"/>
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<prop actor="props/structures/decals/dirt_small.xml" attachpoint="root"/>
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</props>
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<texture>structural/hele_struct_b.png</texture>
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</variant>
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</group>
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<material>player_trans.xml</material>
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</actor>
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<actor version="1">
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<castshadow/>
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<group>
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<variant>
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<variant frequency="100" name="scout tower">
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<mesh>structural/hele_scout_tower.dae</mesh>
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<props>
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<prop actor="props/structures/hellenes/scout_tower_fancy.xml" attachpoint="root"/>
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BIN
binaries/data/mods/public/art/meshes/props/celt_outpost2_door.dae
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binaries/data/mods/public/art/meshes/props/celt_outpost2_door.dae
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binaries/data/mods/public/art/meshes/props/celt_outpost2_shields.dae
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binaries/data/mods/public/art/meshes/props/celt_outpost2_shields.dae
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binaries/data/mods/public/art/meshes/props/celt_outpost2_windows.dae
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binaries/data/mods/public/art/meshes/props/celt_outpost2_windows.dae
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binaries/data/mods/public/art/meshes/props/hele_house_a_props.dae
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binaries/data/mods/public/art/meshes/props/hele_house_a_props.dae
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binaries/data/mods/public/art/meshes/props/hele_house_a_shields.dae
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binaries/data/mods/public/art/meshes/props/hele_house_a_shields.dae
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binaries/data/mods/public/art/meshes/props/hele_scout_tower_f.dae
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binaries/data/mods/public/art/meshes/props/hele_scout_tower_f.dae
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binaries/data/mods/public/art/meshes/props/hele_scout_tower_p.dae
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binaries/data/mods/public/art/meshes/props/hele_scout_tower_p.dae
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binaries/data/mods/public/art/meshes/structural/celt_outpost.dae
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binaries/data/mods/public/art/meshes/structural/celt_outpost.dae
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binaries/data/mods/public/art/meshes/structural/celt_outpost2.dae
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binaries/data/mods/public/art/meshes/structural/celt_outpost2.dae
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binaries/data/mods/public/art/meshes/structural/hele_house_a.dae
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binaries/data/mods/public/art/meshes/structural/hele_house_a.dae
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binaries/data/mods/public/art/meshes/structural/hele_scout_tower.dae
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binaries/data/mods/public/art/meshes/structural/hele_scout_tower.dae
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binaries/data/mods/public/art/textures/ui/loading/border-bottom.png
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binaries/data/mods/public/art/textures/ui/loading/border-left.png
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binaries/data/mods/public/art/textures/ui/loading/border-right.png
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binaries/data/mods/public/art/textures/ui/loading/border-top.png
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binaries/data/mods/public/art/textures/ui/loading/border-top.png
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binaries/data/mods/public/art/textures/ui/loading/ui_concept_female_ca.dds
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binaries/data/mods/public/art/textures/ui/loading/ui_concept_female_ca.dds
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<Max>880</Max>
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</Health>
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<VisualActor>
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<Actor>structures/hellenes/house.xml</Actor>
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<Actor>structures/hellenes/house_new.xml</Actor>
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</VisualActor>
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</Entity>
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<FoundationActor>structures/fndn_3x3.xml</FoundationActor>
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</VisualActor>
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<Footprint>
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<Square width="11.0" depth="11.0"/>
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<Square width="16.0" depth="16.0"/>
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<Height>5.0</Height>
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</Footprint>
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<Obstruction>
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<Static width="9.0" depth="9.0"/>
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<Static width="14.0" depth="14.0"/>
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</Obstruction>
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<StatusBars>
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<BarWidth>6.0</BarWidth>
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