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Showing content with the highest reputation on 2023-12-31 in all areas

  1. Wildfire Games would like to send you its best wishes for 2024! May you have a prosperous New Year! On behalf of the Wildfire Games team, Vladislav
    7 points
  2. The Silk Road should not be a technology, it is better as a team bonus. Instead, give them a technology about producing paper maps and give them a speed bonus for the merchants.
    3 points
  3. Happy New Year! If we are friendly and act like mentors to new volunteers then we can gradually grow the development team.
    2 points
  4. May 2024 be a good year for 0ad and its community!
    2 points
  5. m_Camera.SetOrthoProjection(m_ViewFar, m_ViewNear, 256.f); might also work. Yes, it's a start. Then we need: Add a separate camera controller to be able to configure the orthogonal mode properly Add an option in GUI Adjust zooming code with visible bounds to fit/to be similar to the perspective mode Choose camera position to have proper sounds on all zooms Check reflections and refractions Check shadows (w/ and w/o cover the whole map mode) Test regular and big screenshots and adjust their code if it doesn't work Think what do we need to do in Atlas (autoswitch to the perspective mode or something else) Test for z-fighting for all backends (OpenGL, OpenGL ARB, Vulcan)
    2 points
  6. Borg plays a tough game, demonstrating what I think is a "map control" strategy.
    2 points
  7. I suggest a prop_penis empty and then we can use a fig leaf prop actor for the "Empires Ascendant" version.
    1 point
  8. *unintelligible* *nodding friendly*
    1 point
  9. Why do you need to remesh it and not just decimate it ? Although Ideally it should be done by retopology.
    1 point
  10. I can share data between: source/tools/atlas/AtlasUI/ScenarioEditor/Tools/ActorViewerTool.cpp and: source/tools/atlas/GameInterface/View.cpp fairly easily by declaring global variables in ActorViewerTool.cpp (and I know this is an ugly hack) But I cannot figure out how to trigger a call to ActorViewerTool::PostLookAt() from View.cpp, to update the display after modifying parameters. I cannot figure out how to trigger a call to camera.SetOrthoProjection(-2.f, -512.f, XXX); from ActorViewerTool.cpp (in order to change the scale of the image by clicking and dragging on it)
    1 point
  11. imagine.art to get a 768x768 AI enhance version, which I then upscaled to 1024x1024 on a random website to see if it was possible: https://www.iloveimg.com/upscale-image EDIT: I actually used the helmet from the original image superimposed on the imagine.art output image. The helmet in-game was more accurate than what the AI rendered.
    1 point
  12. Because we use it for GUI where the Z axis is inverted (and never thought to use it somewhere else before refactorings).
    1 point
  13. Oh that's cool! @vladislavbelov You think this is the direction to go to add an orthographic option?
    1 point
  14. Hakunamata a little bold I would say, but brave.
    1 point
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