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Found 2 results

  1. When I was working on my FCI mod, I tried to add a custom menu background and the game will not load properly. Here are the files: background_fci.png.cached.ddsbackground_fci.png.cached.dds fcimod_background.xml background_flag.js I seem to be having this issue with every single custom asset I make, any way to properly add in custom assets?
  2. Recently Godot posted an interesting post detailing the state of standard asset exchange formats for game engines. Their post goes over previous and even previous version of glTF citing all kinds of problems, from ambiguity defects, crappy libraries to crappy coordinate conventions and even missing functionality for common assets in game engines. The post conclusion comes with a very unambiguous message: Why we should all support glTF 2.0 as THE standard asset exchange format for game engines https://godotengine.org/article/we-should-all-use-gltf-20-export-3d-assets-game-engines Would the glTF 2.0 format be interesting for the 0 A.D. developers to implement? A standard asset exchange format for game engines with a rich feature set and good documentation, tests, implementation and software ecosystem support would be great for asset developers and modders. What does everyone think about glTF 2.0? Is it an interesting format to support or not? Reply and discuss in this thread. Links: https://www.khronos.org/gltf https://en.wikipedia.org/wiki/GlTF https://github.com/KhronosGroup/glTF https://github.com/KhronosGroup/glTF/blob/master/README.md https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md https://github.com/KhronosGroup/glTF-Sample-Models https://github.com/KhronosGroup/glTF-Blender-Exporter
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