forked from 0ad/0ad
wraitii
e942768b4d
Add crocodile entity, which is about similar to the lion. Add a (temporary?) crocodile portrait. It uses the lion sounds which are probably the closest we have right now. This was SVN commit r14399. |
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ballista.xml | ||
biped.xml | ||
boar.xml | ||
chariot.xml | ||
chicken.xml | ||
crocodile.xml | ||
deer.xml | ||
elephant_3ds.xml | ||
elephant_blender.xml | ||
feline_blender.xml | ||
fish.xml | ||
floating_barrels.xml | ||
gate.xml | ||
giraffe.xml | ||
horse.xml | ||
peacock.xml | ||
readme.txt | ||
rowing_boat.xml | ||
shark.xml | ||
sheep.xml | ||
ship_one_row.xml | ||
ship_three_row.xml | ||
ship_two_row.xml | ||
siege_onager.xml | ||
vehicle_four_wheel.xml | ||
vehicle_six_wheel.xml | ||
vehicle_two_wheel.xml | ||
whale.xml | ||
zebra.xml |
The <skeleton>s must specify all the bones that may influence vertexes of skinned meshes. The <bone name> is the name of the bone in the relevant modelling/animation program. The <identifier> name is used to determine whether this <skeleton> applies to the data found in a given model file. <target> must be the name of a bone in the standard_skeleton identified by <skeleton target>. The hierarchy of bones is mostly irrelevant (though it makes sense to match the structure used by the modelling program) - the only effect is that the default <target> (i.e. when none is specified for a given bone) is inherited from the parent node in this hierarchy.