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Posts posted by Leyto
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On 15/01/2023 at 11:43 AM, vladislavbelov said:
You might attach errors about a "model_solid_tex" material.
Did notice any difference with OpenGL?
Hello, here are my errors attached when i create buildings (with the last update).
Big performance boost with Vulkan on a GTX 1060 6gb (windows 10, 4k screen). For example a general view of my "campsite" in Opengl oscillates between 35-55 fps, with Vulkan it's more 50-70 fps, nice!
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On 13/01/2023 at 8:08 AM, vladislavbelov said:
Not yet.
The first step is to reduce the number of driver dependent bugs and crashes and to have a more predictable performance.
Thanks for your answer. Apart some errors about a "model_solid_tex" material, it works quit well! even when I reach the population limit (with cheat codes ), nice job. (in 4k with nvidia 1060 gtx 6gb)
Should I report here some logs, or the automatic data upload system is enough for you? -
Ok thanks. I guess I'll get the game through SVN, can't wait more to test it!
Should we expect some visual awesomeness/differences, or it's more a performance boost targetted with this API ? (which is also welcome of course ) -
Hello @vladislavbelov, and everybody,
is it possible to test this mod with a 0AD installed through windows installer, or does it require to use the SVN version of the game?
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Ok stan, I'll see what I can do for them!
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6 hours ago, stanislas69 said:
You can add new textures to the existing ones or make new ones for the boar
... you mean I should do textures for the savage boar, or this domestic-cute-adorable pig?
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On 1/23/2019 at 12:06 AM, stanislas69 said:
Let's get this over with. Now if I had an icon... and a few texture variations...
Hey thanks, yes I could help for this; but what exactly is needed ? I already see some variations with different textures, so should I try something with the objectcolor material?
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Ok thanks again stanislas!
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Thanks for the commit @stanislas69 , please add my real name to the credits too (Valentin Levalet)
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Reading this thread, I wondered if that "falling" animation could be achieved with a physical simulation (ragdoll ?) in Blender?
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I tried this technique, but not quite satisfied with it: the color was to plain for my taste.
So I oriented my efforts to multiple textures:
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Thanks Enrique, you're right about the licences, I used some CC-BY-SA 2.0 images (didn't thought the version was important) ... I think I prefer to rework my texture rather than contacting the author, otherwise it could be long to have an answer.
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Ok, I go(a)t it!
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Of course! especially animals, I'd like to texture (and model) them.
In a previous thread, there were several requests about some of Micket's models...
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Hello! sooorry for the late update, so inside this package (musk_ox-v2.zip), you have all: game assets, source model, source images and unflatened texture.
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Ok stanislas69, I leave it in peace
Bye
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Thanks for your comments guys, I just wanted to say I'll be away for more than a week, due to holidays !
After that (still in holidays, but with internet access :P), I'll finish this animal, then start another, maybe the horse as you wrote.
There is a lot to do, but I guess the best is to ask because some threads seem old but are still relevant.- 2
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Thanks stanislas69, here's the zip:
Now I move to the musk ox texture rework (if nobod catch me before! )
=> https://wildfiregames.com/forum/index.php?/topic/20583-musk-ox-model-texture-enhancement/
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Here is a better version, with 128² texture :
The photoshop 3d module helped me to clean texture seam (it's not very accurate, but for this resolution it works pretty well )
P.S.: on the left is 256 texture map, not the one used in game...
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Vulkan - new graphics API
in Game Development & Technical Discussion
Posted
I'm not a specialist but I also think the performance/lag is also due to how each unit action loads the processor and GPU. For example if I give move order to an army of 200 infantry soldiers, there is a big performance drop (due to the pathinding processing cost I imagine). But if those same soldiers attack a building, the performance is much better...