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Showing content with the highest reputation on 2015-11-05 in all areas

  1. Actually that's something we were critisized about by kicking bird.
    2 points
  2. Q#2: Grand Ages of Rome has "level of detail" in the engine. When ytoyu zoom out the assets switch to lower def version of themselves to save rendering.
    2 points
  3. By Zero Empiresof course Now are in game Siege Tower... For example
    1 point
  4. I did some tiny tiny patches: http://trac.wildfiregames.com/ticket/3311 and http://trac.wildfiregames.com/ticket/3300 nicked bb in trac, real name Bouke Jansen
    1 point
  5. Bumping, might be interesting to reconsider this, i'm sure we could special case the entity the unit is inside in some situations.
    1 point
  6. Dear Lord what a gorgeous process. Excellent find Lion!
    1 point
  7. Also with regards to your model, notice the minoans are present in Aristeia's mod
    1 point
  8. This is a great find, thanks Lion.Kanzen. I do believe this is something we might have not followed enough on some buildings.
    1 point
  9. If you read the comments, the dev says that's waiting some time to close the ticket, to look if the changes are working. In theory, should be fixed.
    1 point
  10. I think different levels of detail are hard to do (lots of modeling work, not that many 3D artists are active at the moment I believe). And LOD works well when objects are both close (need high detail) and far away (can be low detail), as you might have in a first person view. The top down view of a typical RTS game like 0 A.D. has to have most of the things on-screen at the same level of detail because those are equally distant from the viewpoint. It would only provide a benefit once people zoom in or zoom out quite far. So I don't know how strongly this game would benefit from LOD changes, although that also depends on the amount of mesh complexity reduction that could be achieved. Keeping the extra meshes in memory (ready to be swapped in and out) also comes with some cost in memory. Instancing would probably have a larger impact as the average player will have many times the same building on-screen (such as houses, towers and walls), the same goes for the environment (trees are a good example). I'm no expert so I wouldn't be able to guess how much benefit may be obtained and whether it's worth spending development time on that (and drop support for any non-OpenGL 3.1 compatible systems).
    1 point
  11. To prevent this kind of problems make sure you always import a model from the game to get the scale It seems your model has broken normals (face upside down) and it might not render correctly in the game To answer your question yes you will be able to load it in the scenario editor. 0ad restricts the camera to a certain distance. It can be bypasses in atlas. In the game you need to open the dev overlay Alt+D and click on restrict camera. You will be able to zoom out as much as you want If you have any more questions feel free to ask.
    1 point
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