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https://gitea.wildfiregames.com/0ad/0ad/wiki/PortA27ToR28
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InsulevelMip started following The Celtic Thread and Civilization Meta Thread
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===[TASK]=== Crowd Sourced - Judeans (Hasmonean) [Faction]
p3p replied to wackyserious's topic in Game Modification
The Mod of the Judean Kingdom does not works anymore, it should be updated -
For me they are exactly where @Tapotheisaid they were
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luck8ph changed their profile photo
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Already exist to filter current selection: hotkey.autociv.selection.nowoundedonly = "K" autociv being op, you can create or modify the hotkeys and make for example : hotkey.autociv.session.entity.by.health.nowounded.by.class.select.Cavalry = "" hotkey.autociv.session.entity.by.health.wounded.by.class.select.Cavalry = "" This hotkeys system is in/shared with ModernGUI now.
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Elephants - Do they take bonus damage from Spearman and Pikeman?
Grapjas replied to DesertRose's topic in Gameplay Discussion
- Yesterday
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Looks nice I could open it with blender 4.5 LTS and export the .dae. Tells me there might be data loss, but so far it worked fine. I put together the files for a mod and attached it. Can be found in the scenario editor -> actors -> olive_new. So far the 4 meshes are replications, but you can easily substitute them to test however you like. There is also a blank alpha decal_texture, in case you want to add a decal on the ground. The polycount might be a little high, since each of your branches has 12 tris. On the other hand, this reduces alpha texture display. It's best to compare it to the existing trees, their polycount can be seen in atlas. As long as it doesn't go much higher, it should be fine. If you want, you could gently bake ambient occlusion on the diffuse. For the bark the UV looks a little stretched. You can also use an existing image texture for it, as long as it is licence compatible (preferably CC0), something like this: https://download.blender.org/archive/textures/bark/ Have fun! olive_tree.zip
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I think the key is to remember that for most (99%) of the game the player will see the tree from a 45 degree angle. So, to give a nice self-shadowing overlapping look, angle the foliage planes flatter (more horizontal or at least at a 45 degree angle) than you normally would. I admit not all trees currently in-game follow this rule precisely, but a the current trees have had a dozen artists over the course of 20 years.
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Dagreatone started following wowgetoffyourcellphone
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Dagreatone joined the community
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similar to how O is for wounded units,can you get a hotkey for units who are NOT wounded?
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Tried this... Stats now visible, Close Button in Settings Dialoque works also. But Minimap stays open, and does not close when pressing Shift+Tab.
- 509 replies
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- hotkeys
- autoassign civ
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Help with migrating maps to 0.28.0
andy5995 replied to andy5995's topic in Scenario Design/Map making
I made some progress, I'll check back when I have more questions. @Stan` I could still use a link to the porting guide though. -
Help with migrating maps to 0.28.0
andy5995 replied to andy5995's topic in Scenario Design/Map making
Oh, I think I see. I'll start with a change like this: https://gitea.wildfiregames.com/0ad/0ad/commit/2d43ca6462940e9c3aad82309e41febb53892654?files=binaries%2fdata%2fmods%2fpublic%2fmaps%2frandom%2ffrontier.js -
Help with migrating maps to 0.28.0
andy5995 replied to andy5995's topic in Scenario Design/Map making
@phositWhen I uncomment the line `Engine.LoadLibrary("rmgen2");` I get the error: ERROR: JavaScript error: maps/random/rmgen2/gaia.js line 1 import declarations may only appear at top level of a module @maps/random/cliffs_of_carnage.js:7:8 ERROR: CMapGenerationCallbacks::LoadScripts: Failed to load script 'maps/random/rmgen2/gaia.js' ERROR: An unhandled promise got rejected: ReferenceError: e_p is not defined @maps/random/cliffs_of_carnage.js:386:1 @Stan`What's the link to the porting guide? -
I have added the GUI fix for Germans Maceman and the fix for Roman Fertility here: https://gitea.wildfiregames.com/DesertRose/0ad-DR_fork I want to create a Pull Request of only the Roman Fertility fix for Issue #8735 but I can't remove the Maceman fix. How do I only include the two files needed for the Roman Fertility fix in the Pull Request?
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