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Showing content with the highest reputation on 2019-02-21 in all areas

  1. Hi folk from 0.A.D, This is the surpirse: Proudly present the Retexture (Also remesh) of the horses in 0.A.D. Introducing more colors variety and the alpha channel hair for manes and tails done by @Sundiata: The update comes with a video tutorial of modeling and soon sculpting process for how it was done. Also the update comes with another blend file for allow blender users to bake their own horse textures, (including neon green, red orange any color they desire) Blend File: Blend file will be 2.80, but also 2.79 users could benefit from it anexing the objects and making little adjust to the nodes Baking nodes: color is managed in by a simple slider with multiple tones, or just two if desired, The body color is handed such way by the Vertex painting colors, i have defined a body paint with RGB allowing to move by another 3 sliders the way the colors are influenced by such vertex paint. There is already some predefined colors, once it finished. i would share another video of the process of baking but sadly my pc wouldn't resist such thing and could loose it since my AMD 145 enough battles has won from around 7+ years of life, and so it is my Nvidia GT520 wich already loosed his fan around 5 years ago and had to adapt another one. Some preview of the cavalry updated: Horse mesh comes with little updates to adjust more to the quality of animations, this means better knees and shoulders (meshing speaking) for a better transition of bones when rotating or moving (ie: galloping, promoting) Animations remains the same, just trot, walking and galloping were changed to move legs movements more centered as mentioned before. Blankets and body armors seems to adapt better to the new mesh due to the way the vertex are placed, making a smoother view, yet theres still some props to adapt, and more to do: Also including some distintive genetic details (not everything but at least the most noticeable) for horse fauna variation: Lusitano colors Indian Marwari Ears: Persian - Arabian contexture: Celtic breed face shape: Why suddendly horses? because i was working on updates for Mythology A.D. And realized i will need better textures for a fluid transition when making pegasus and sleipnir. Comparisson from a gameplay distance of a cavalry army Hope you all enjoy it.
    9 points
  2. Hello, 0 A.D. community! I'm a Technical Consulting Engineer at Intel Corporation, and I need your help. In short, I'm reaching out to you in the hopes of finding 1-3 developers familiar with the 0 A.D. code base to work with me on optimizing your game using Intel's software analysis tools, specifically Intel® VTune™ Amplifier. While I won't be contributing any patches personally, and do not intend to be a long term developer, you are more than welcome to keep and submit any optimizations we make as part of this project, free of charge. In particular I'm interested in optimizing the functions BlendBoneMatrices, Render, and possibly also SkinPoint. A little bit of background for you. Intel® VTune™ Amplifier is a sampling-based analysis tool used to measure performance and locate/diagnose bottlenecks in code. Unfortunately, Intel has a bit of a deficiency in documentation for using this tool on graphical applications like video games (a problem in and of itself already), which in turn leads to the additional problem of a lack of familiarity with this use case in the employees tasked with supporting the product. Currently I am attempting to remedy the second problem by creating an Intel internal training demo for using Intel® VTune™ Amplifier on video games. In theory it should be simple: find a suitable game, run the analyzer, optimize appropriately, show off the results. After some searching around I settled on 0 A.D. as a good candidate for this purpose, and I've been collecting plenty of data on it (it's also a great excuse to play a really fun RTS at work ). I've been able to identify some bottlenecks worth investigation and I've diagnosed the causes to varying degrees. But this game is a... very big project, and that's where I got stuck. I'm brand new to this code base and while I know (or at least suspect) what needs to be fixed, I don't know how to do it. This is where you come in. With your assistance, I hope to understand how to implement these optimizations, since you know the code much better than I do. Again, you're perfectly welcome to keep whatever optimizations we come up with. While the current goal is to create an internal training demo, ideally I hope to create official public documentation on the Intel Developer Zone website as well, such as a tutorial or video, using 0 A.D. as the example application. Assuming Legal gives me the go-ahead after reviewing the game's licensing conditions, I would be more than happy to give you credit for your assistance (should you request it) in this context as well. Please let me know if you're interested in assisting. I would be happy to provide more detailed information about the bottlenecks I've identified, as well as access to Intel® VTune™ Amplifier, my analysis result files, and the 0 A.D. save file I've been testing on. *I'd like to make it clear that I am acting here as an individual employee of Intel Corporation pursuing a work-related task, but I should certainly not be taken as an official representative of the company as a whole. I am "Alex from Intel", not just "Intel"!
    4 points
  3. I'm not sure where to find the new blender mesh file, but the current mesh works for now.
    4 points
  4. I still do not know how this resource could be used. In some maps it is scarce, in others you have even to throw it away
    3 points
  5. Understand that for a game that strives for historical accuracy, that the prevalence of incendiary arrows was far less so than popular culture suggests. There are rare instances, but even in these cases, they required specialised equipment and typically specialists for that specific purpose. As for why poison arrows would not be implemented for every civilisation, realise that the game is focussed on accuracy, and unless you can provide plausible evidence for their use amongst the desired factions, they will probably not be incorporated.
    3 points
  6. Researching on surcoat patterns, and came across this educational demonstration video, which I found helpful designing 13th century armor.
    3 points
  7. For the sake of keeping track of things, and for easy access by the developers helping me out, I figure I should recap all my findings so far. I started with the code as of February 1st, to which I added some VTune Amplifier ITT API calls to mark frames as well as place user events marking the durations of actual gameplay and the loading screen on the CPU timeline. This was the only initial change made. My designated test case is a save file from a medium sized random Lake map featuring the Romans (myself) versus the Iberians (CPU). My standard test procedure is to select my army of 115 units, march them westward along the southern edge of the lake, and engage the Iberian forces. On filtering down the Microarchitecture Analysis result that I'm currently working from to only the actual gameplay portion, I found three general regions of interest: a slow portion immediately after the loading screen ends, normal gameplay, and a bizarre "gap" where no frames were processed at all. Long version: Short version: I've written the dead section off as a fluke (and I don't think it could be optimized anyway). The slow part at the beginning needs further analysis to see if I can get meaningful data. I've concluded that CModelDef::BlendBoneMatrices and ShaderModelRenderer::Render are the primary functions to investigate. Analysis of Functions: BlendBoneMatrices assessment: Render assessment: Render is more complicated. It's overwhelmingly back-end bound (89.8% of pipeline slots) and almost all of this is memory bound (81.4%). Digging deeper into the numbers it's 74.6% DRAM bound, which essentially means that it's slowed down mainly by missing the last level cache quite often. Even more abstractly, it's not accessing data in an efficient way. It's a fairly long function and it had several hotspots in it. Hotspot #1, line 446 I haven't dived so deeply into the other hotspots of note in this function. So that's pretty much what I've got as of right now.
    1 point
  8. Hello @Alex from Intel I'm Stan from 0 A.D. Welcome to the forums I'm also available on the forums on IRC and by PM if you have any questions that get unanswered. Hope this will improve the game
    1 point
  9. Looks like they fixed the preview! Thanks for taking care of that.
    1 point
  10. Hello Alex! Thank you very much for your interest and for picking 0 A.D. for this project I feel like the best way for you to get answers would be to be in touch with the programmers through chat (we use IRC) while you are at work. It mainly depends on your timezone: indeed, we are rather active outside of our work hours, because of the volunteer nature of the project. I hope we can find a common window Additionally, feel free to contact me or @feneur for any legal question, especially regarding our code license. Looking forward to hearing about your analysis!
    1 point
  11. I sent an email to the Capitole organizers to see if the thumbnail could be changed It's not bad for 0 A.D. to have this (it certainly gives people the urge to click!), but I feel like it's a bit disrespectful of the person who appears, especially if we want to share that video and talk about it.
    1 point
  12. The small temple is made by @Sundiata i update the wonder whit the sundiata texture
    1 point
  13. I want to crash my game
    1 point
  14. do you really want these files stan
    1 point
  15. Now I can replace chicken for Mesoamericans.
    1 point
  16. i saw your kushtes illust at the @borg-'s Expansion mod!! it was so beautiful!! i like it!!
    1 point
  17. is there a way to make the tress behave as the sinking ships ?
    1 point
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