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Showing content with the highest reputation on 2026-08-12 in all areas

  1. I've been working on a custom random map for 0 A.D. inspired by the continent of Tamriel. It uses a real heightmap to recreate the shape of the landmass, then splits it into distinct climate zones that roughly mirror the regions from the source material: from snowy tundra in the north, to alpine terrain, arid deserts, temperate woodlands, and tropical jungle in the south. The heightmap source is: https://www.nexusmods.com/skyrimspecialedition/mods/573 And I used a simplified version of this work for biomes: I want to thanks both the creators of these artworks. This is the result: And now the sources: tamriel.json tamriel.js You can find it on https://mod.io/g/0ad/m/earth-maps, version 0.28.4
    3 points
  2. hello i am back and figured, realistically im gonna come back with questions as i play an it seems to be so. i have three questions about the moblins, lizalfos and development coming, so i hope you can answer if you want. -the moblins are very fun to me, being a nomadic swarm faction that has everything from the start since i imagine they would be stuck at the village phase, that only needs time and resources to have everything faster than most factions gotten is fun. the fact that they need or can spread far across the map, sometimes because of migration or setting up tons of totems, i just like. because of this, i was a little confused that various tech was on the town phase and heroes were on the city phase. i imagine the blins are not fully complete or this wasn't changed yet, but i am curious behind why it is? -the lizalfos are my natural favorite. i like the little lizards and they're little gimmick of choosing a deity and unlocking bonus', units or buildings to that being. however i do feel, especially after looking into they're past counterpart, stuff is missing. i feel that locking the lizalfos into a specific deity and units make them a bit less versatile compared to the 3 of 6 choices from before and all the tech, units an buildings they all provided. i imagine, like the moblins an other factions, its because they are a WIP still an are gonna be more polished down the line or refined to be better. i am just saying, and because i am curious to know. -lastly, how ambitious is the project overall? so far, most or all of old conquest is adapted into revival. though with the twili,a faction that didnt get made properly before meaning designs an tech need to be built from the ground up (i believe?), it makes me wonder how much is gonna be added. the only notable factions from total war i cans see yet to be mentioned to be worked on, is ikana as the only total war major alongside the twili to n be put in old conquest. aside from them, are majora and the oocca planned for, in any capacity too? its mainly not so notable minor factions that are left, but after seeing how many factions from total war were in conquest, i def gotta say props to nephy for converting most factions into conquest and you and your team for recoding just about 80-90ish% of the old conquest into revival in under a year, pretty impressive. do give thoughts and hope it isnt a bother p.s, noticed something along the city phase of lanayru province causes the game to crash. dont know what exactly after three tests but it might be a unit or tech causing it
    1 point
  3. Okay, so I tried yours, but it wasn't very good (I presume you used ChatGPT or something on that level), and it was a messy Python script, so instead I asked Claude to make a new one, in HTML format (meaning it's browser software): 0ad-mod-maker.html
    1 point
  4. Recently I have studied the source code of pyrogenesis engine. And there're few confusing implementation. For example in the function "CPatchRData::BuildIndices" I can see indices in clockwise order - [0,0] -> [1,0] -> [0,1] -> [1,0] -> [1,1] -> [0,1] for (ssize_t j = 0; j < PATCH_SIZE; j++) { for (ssize_t i = 0; i < PATCH_SIZE; i++) { if (texgrid[j][i] == tex) { bool dir = terrain->GetTriangulationDir(px+i, pz+j); if (dir) { indices.push_back(u16(((j+0)*vsize+(i+0))+base)); indices.push_back(u16(((j+0)*vsize+(i+1))+base)); indices.push_back(u16(((j+1)*vsize+(i+0))+base)); indices.push_back(u16(((j+0)*vsize+(i+1))+base)); indices.push_back(u16(((j+1)*vsize+(i+1))+base)); indices.push_back(u16(((j+1)*vsize+(i+0))+base)); } else { indices.push_back(u16(((j+0)*vsize+(i+0))+base)); indices.push_back(u16(((j+0)*vsize+(i+1))+base)); indices.push_back(u16(((j+1)*vsize+(i+1))+base)); indices.push_back(u16(((j+1)*vsize+(i+1))+base)); indices.push_back(u16(((j+1)*vsize+(i+0))+base)); indices.push_back(u16(((j+0)*vsize+(i+0))+base)); } } } } However the default triangle winding of OpenGL is counter-clockwise. Anyway in the Atlas editor the terrain is stil visible with front faces up. I wonder whether such implementation is rectified with projection matrix and orientation matrix, Or this is just my misunderstanding in some point? Hope that some expert can provide help. I really appreciate that!
    1 point
  5. @wowgetoffyourcellphone Scaled, changed proportions, the columns and the gate. I also added some more deco around the top and closed some supposedly "hidden" downward faces, because I could imagine a cutscene walking up the acropolis with the new camera path possibilities. The Nike sculptures are those from Athena Parthenos. temple_athena_nike.zip
    1 point
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